come out of the marked opening and attack the party. There are 6 males total (AC 5, HD 2 + 1, hp 12, 10, 9, 8, 7, 5, #AT 1, D 2-7, MV (20’) Save F 2, ML 12) who will attack. If all these males are killed, the remainder of the tribe will hide in the lair. Each has only crude weapons: the larg est has a necklace worth 1,100 gold pieces. In the lair is another male (AC 5, HD 2 + 1, hp 11, #AT 1, D 2-7, Save F 2, ML 12) 3 females (who are equal to males, but attack as I + 1 hit dice monsters, and have 8, 6 and 6 hit points respectively), 8 young (with 1 hit point each and do not attack), and 6 eggs. Hidden under the nest with the eggs are 112 copper pieces, 186 silver pieces, a gold ingot worth 90 gold pieces, a healing potion and a poison potion. The first person crawling into the lair will always lose the initiative to the remaining lizard man and the largest female, unless the person thrusts a torch well ahead of his or her body. 2. SPIDERS’ LAIR: Two black widow spiders (AC 6, HD 3*, hp 11, 10, #AT I, D 2-12 plus poison, MV (20’) (40’) in web, Save F 2, ML 8) have spun their webs amongst the trees here. Under a pile of leaves nearby is the skeleton of a victim, a hapless elf. Everything he bore has turned to rot and ruin, save a filthy shield which appears quite worthless (but cleaning and oiling will return it to +1 magic status). 3. RAIDER CAMP: A party of a dozen chaotic fighters has camped here - close enough to be able to spy on the KEEP, far enough away so as to be unlikely to be discovered by patrols. The members of this group are: Leader: AC 5 (chain mail), F 2, hp 12, #AT I, D 1-6, ML 10, bow and spear Lieutenant: AC 6 (leather and shield), F 1, hp 7, #AT 1, D 1-6, ML 9, spear and sword 2 Bowmen: AC 7 (leather armor), F I, hp 4 each, #AT 1, D 1-6, ML 8, bows and daggers 8 Spearmen: AC 6 (leather and shield), F 1, hp 5 each, #AT 1, D 1-6, ML 8, spears and daggers Each has 3d6 silver pieces, the lieutenant has an additional d6 gold pieces, and the leader has an additional 2d6 gold pieces. They each have a bed roll and the bowmen have an extra quiver of 20 arrows. There is a cask of good wine on a tree stump in the camp. Several game animals are hung from branches and can be eaten or taken along as they are cleaned. 4. THE MAD HERMIT: For many years a solitary hermit has haunted this area of the forest, becoming progressively wilder and crazier and more dangerous. His home is in a huge hollow oak, the entrance to the hollow concealed by a thick bush. Inside is a mound of leaves and a couple of pieces of crude furniture. Even his cup and plate are handmade of wood and are of no value. (There is a small chest buried under a few inches of dirt under the leaves of the Mad Hermit’s “bed”. In this container are 31 gold pieces, 164 silver pieces, a potion of Invisibility, and a dagger +1.) The hermit also has a “pet”, a mountain lion, which lurks on a limb of the oak, ready to spring upon any unwary intruder. (This creature will always get first attack.) Mad Hermit: (3rd level thief, AC 4 due to leather armor, ring of protection +1 and Dexterity 17, hp 15, #AT 1 at + 2, D 3-8, ML 10.) The hermit has a 30% chance to move silently and a 20% chance to hide in shadows. His madness gives him a +2 bonus to hit and a +2 bonus on damage (thus the bonus for striking from behind is + 6 to hit, and double normal damage + 2 points). He carries no treasure (other than the ring he wears!). Mountain Lion: AC 6, HD 3 + 2, hp 15, #AT 3, D I-311-311-6, MV (50’) Save F 2, ML 8. (This creature will always attack first in each round. If it leaps down upon an opponent, it gains +2 to hit on each of its attacks that combat round. Usually it will first attack by jumping, and then it will stay on the ground and fight normally. If it is not engaged in combat during any round, however, it will take the opportunity to leap into a tree and then spring down on the next round.) (The DM may choose to have the Mad Hermit approach the group on friendly terms, claiming to be a holy man seeking goodness in nature - perhaps he actually believes that at times. He will suddenly turn on the group when the opportunity presents itself, striking from behind, and calling his ferocious “pet” to his aid.) 1 3
THE CAVES OF CHAOS (DM Note: When the players discover the ravine area, read the following paragraph to them. Add whatever you feel is appropriate to the description of what they see, but be careful not to give anything away or mislead them. Information on how you should handle the whole area is given before the encounter area descriptions.] START: The forest you have been passing through has been getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have forced and hacked your way through regardless. Now the strange growth has suddenly ended - you have stepped out of the thicket into a ravine-like area. The walls rise rather steeply to either side to a height of about 100’ or so - dark, streaked rock mingled with earth. Clumps of trees grow here and there, both on the floor of the ravine and up the sloping walls of the canyon. The opening you stand in is about 200’ wide. The ravine runs at least 400’ west (actually 440’) to where the western end rises in a steep slope. Here and there, at varying heights on all sides of the ravine, you can see the black mouths of cave-like openings in the rock walls. The sunlight is dim, the air dank, there is an oppressive feeling here - as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor, you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men, animals, and other things,. . . You know that you have certainly discovered the Caves Of Chaos. NOTES FOR THE DM ON THE CAVES OF CHAOS CAVE AREA MAP: There are woods overlays and rough contour lines* shown on the map. These are only for surface movement references, and once your players are underground you should ignore these markings. WOODS: The small groves and copses are thick growths, tangled and forbidding. You may, at your option, have characters encounter occasional monsters herein - stirges, humanoids (kobolds, orcs, etc.) from the caves nearby, or the like. Movement through these wooded areas is slow and difficult. Characters must move in single file. Even though not shown, there are single trees, shrubs, and bushes elsewhere. UNDERGROUND: The caves, passages, and rooms of the complex are on different levels. Passages slope upwards and downwards between the contours, even where stairways are not shown. Areas are roofed by at least 5’ of solid rock. INTERIORS: Except where noted otherwise, all underground areas are natural or cut from living rock. All surfaces are rough (and easy for a thief to climb) with small ledges, minor cracks, small holes, etc. RANSOMING PRISONERS: Organized tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP in order to bring a ransom back to free the captives. Set the sums low - 10 to 100 gold pieces (or a magic item which the ransoming monsters would find useful) per prisoner. If the ransom is paid, allow the characters to go free. Then, without telling the players, assume that this success brought fame to the capturing monsters, so their numbers will be increased by 2-12 additional members, and the tribe will also be very careful to watch for a return of the adventurers seeking revenge for their humiliating captivity. The period of extra alertness will last for 1-4 weeks; the increase in numbers is permanent. TRIBAL ALLIANCES AND WARFARE: You might allow player characters to somehow become aware that there is a constant fighting going on between the goblins and hobgoblins on one side and the orcs, sometimes with gnoll allies, on the other - with the kobolds hoping to be forgotten by all, and the bugbears picking off any stragglers who happen by. With this knowledge, they might be able to set tribes to fighting one another, and then the adventurers can take advantage of the weakened state of the feuding humanoids. Be careful to handle this whole thing properly; it is a device you may use to aid players who are few in number but with a high level of playing skill. It will make it too easy if there are many players, or if players do not actually use wits instead of force when the opportunity presents itself. MONSTERS LEARNING FROM EXPERIENCE: Allow intelligent monsters (even those with only low intelligence) to learn from experience. If player characters use flaming oil against them, allow the monsters to use oil as soon as they can find some. If adventurers are always sneaking up on them, have the monsters set warning devices to alert them of intruders. If characters run from overwhelming numbers, have the monsters set up a ruse by causing a few to shout and make noise as if there were many coming, thus hopefully frightening off the intruders. This method of handling monsters is basic to becoming a good DM. Apply the principle wherever and whenever you have reason. EMPTIED AREAS: When monsters are cleared out of an area, the place will be deserted for 1-4 weeks. If no further intrusion is made into the area, however, the surviving former inhabitants will return or else some other monster will move in. For instance, a thou1 might move into the minotaur’s cave complex (I.), bringing with him whatever treasure he has. Encounter Areas: A. KOBOLD LAIR: There is a 2 in 6 chance that as the group enters the cave-like tunnel, 8 kobolds will come out from hiding in the trees above and attack. Kobolds: AC 7, HD 1/2,hp 3 each, #AT I, D 1-4, MV (40’), Save NM, ML 6). Each carries d8 silver pieces. Note: 30’ inside the entrance is a pit (B). There is a 3 in 6 chance that each person in the front rank will fall in unless they are probing ahead. There is a 1 in 6 chance that individuals in the second rank will also fall in, but only if they are close to the first rank and the character ahead has fallen in. The pit is 10’ deep, and those falling in will take 1-6 points of damage. The pit lid will close, and persons within cannot escape without aid from the outside. The noise will attract creatures from areas 1. and 2. Planks for crossing the pit are stored at #1 ., beyond. 1. GUARD ROOM: 6 kobold auards (AC 7. HD 1/2. hp 3 2 . each, #AT I, D 1-4, Save NM, ML 6). They will throw their spears the first round if they have initiative. Each carries d6 silver pieces. One will run to warn areas 4. and 6.. The guards will be alerted by loud noises or lights. GIANT RATS (amidst garbage and waste): There are 18 giant rats (AC 7, HD 1/2, hp 2 each, #AT I, D 1-3 plus disease, MV (40’), Save F 1, ML 8). Each time a character 14
CHARACTER ATTACKS Attacker’s Defender’s Armor Class level 9 8 7 6 5 4 3 2 1 0 -1 -2-3 (Normalman) I I 1 2 1 3 14 15 16 17 1 8 19 20 20 20 20 1st to 3rd 1 0 I I 1 2 1 3 14 15 16 17 18 19 20 20 20 4th + hiaher’ 9 1 0 I I 12 13 14 15 16 17 18 19 20 20 l for NPCs or higher level characters Monster’s Hit Dice up to 1 1+ to 2 2+ to3 3+ to4 4+ to5 5+ to6 6+ to7 7+ to9 9+ to II II + to 13 13+ to15 15+ to 1 7 17+ or more MONSTER ATTACKS Defender’s Armor Class 9 8 7 6 5 4 3 2 1 O -1 -2 -3 10 II 12 13 14 15 16 17 18 19 20 20 20 9 10 II 12 13 14 15 16 17 18 19 20 20 8 9 10 II 12 13 14 15 16 17 18 19 20 7 8 9 10 II 12 13 14 15 16 17 18 19 6 7 8 9 10 II 12 13 14 15 16 10 18 5 6 7 8 9 10 II 12 13 14 15 16 17 4 5 6 7 8 9 10 II 12 13 14 15 16 3 4 5 6 7 8 9 10 II 12 13 14 15 2 3 4 5 6 7 8 9 10 II 12 13 14 2 2 3 4 5 6 7 8 9 10 II 12 13 2 2 2 3 4 5 6 7 8 9 10 II 12 2 2 2 2 3 4 5 6 7 8 9 10 II 22222345678910 Type of Attack Death Paralysis Rods, Character Ray or Magic or Turn Dragon Stave, Class Poison Wands To Stone Breath or Spells Clerics I I 12 14 16 15 Dwarves and Halflings 1 0 I I Elves 1 2 1 3 Fighters 12 13 Magic-users 13 1 4 1 2 1 3 1 4 1 3 1 5 1 5 1 4 :: :: 1 6 1 5 Thieves 1 3 14 16 15 Saving Throws for Higher Level Characters In the D&D BASIC rules, NPCs higher than 3rd level should use the saving throws given above. In the D&D EXPERT SET, saving throws are given for higher level characters, In the more advanced game, a character’s saving throws get easier to make as the character advances in experience level. The DM may want to give higher level NPCs a bonus of +2 on all saving throw rolls to imitate their improved ability to save vs. special attacks. This should not be done, however, if the D&D EXPERT rules are used. COST OF EQUIPMENT AND WEAPONS Weapons Item Axes: Battle Axe (two-handed) Hand Axe Bows: Crossbow (fires quarrels) Case with 30 quarrels Long Bow Short Bow Quiver with 20 arrows 1 silver-tipped arrow Daggers: Normal dagger Silver dagger Swords: Short Sword Sword (normal) Two-handed Sword Other weapons: Mace* Club* Pole Arm (two-handed) Sling with 30 Sling Stones’ Spear War Hammer* * these weapons may be used by a cleric. Armor Cost in gp 7 4 3 0 1 0 4 0 2 5 : 3; 7 1 0 1 5 Item AC Cost in gp Chain Mail Armor 5 4 0 Leather Armor 7 2 0 Plate Mail Armor 6 0 Shield (-I”,* 1 0 l deduct 1 from Armor Class number if shield is used. FANTASY ADVENTURE GAME REFERENCE TABLES (This page is perforated for easy removal.) Miscellaneous Item Backpack Flask of Oil Hammer (small) Holy Symbol Holy Water (1 vial) Iron Spikes (12) Lantern Mirror (hand-sized, steel) Rations: Iron Rations (preserved food for I person/l week) Standard Rations (unpreserved food for 1 person/l week) Rope (50’ length) Sacks: Small Large Thieves’ Tools Tinder Box (flint&steel) Torches (6) Water/Wine Skin Wolfsbane (1 bunch) Wooden Pole (10’ long) Cost in gp 5 ; 2 5 2 5 1 1 0 5 15 5 1 : 2 5 3 1 1 1 0 1 Sometimes the characters may wish to buy an item not on this list. In this case, the DM must carefully consider whether such an item could be found for sale and, if so, how much it would cost. The item should then be added to this list.
CLERICAL ABILITIES MAGIC-USER AND ELF SPELLS First level Clerical Spells 1. Cure Light Wounds 5. Protection from Evil 2. Detect Evil 6. Purify Food and Water 3. Detect Magic 7. Remove Fear 4. Light 8. Resist Cold Second level Cleric Spells I. Bless 2. Hold Person 3. Silence 15’ radius Clerics vs. Undead Cleric’s level Skeletons Zombies Ghouls Wights Wraiths : 7 9 I I No effect No effect T 7 9 I I No effect 3 T T 7 9 I I T means that the cleric automatically Turns the undead; a number is the roll needed (on 2d6) to Turn. A complete explanation of Turning undead is given in the class description of clerics. First level Spells 1. Charm Person 7. Protection from Evil 2. Detect Magic 3. Floating Disc 8. Read Languages 9. Read Magic 4. Hold Portal 10. Shield 5. Light II. Sleep 6. Magic Missile 12. Ventriloquism Second level Spells I. Continual Light 7. Levitate 2. Detect Evi I 8. Locate Object 3. Detect Invisible 4. ESP 9. Mirror Image 10. Phantasmal Force 2: ln;z;$ility 11. Web 12. Wizard Lock Third level Spells 1. Dispel Magic 2. Fire Ball 3. Fly ARMOR CLASSES VARIABLE WEAPON DAMAGE Damage 1-4 (ld4) 1-4 (ld4) 1-4 (1d4) 1-4 (1d4) 1-6 (1d6) 1-6 (1d6) l-6 (1d6) l-6 (1d6) 1-6 (ld6) 1-6 (1d6) 1-6 (ld6) 1-8 (ld8) l-8 (1d8) I-IO (1d10) I-IO (1d10) * Two-handed weapon Weapon Type Torch Dagger Sling stone Club Arrow Hand Axe Mace Quarrel’ (Crossbow Bolt) Short Sword Spear War Hammer Battle Axe l Sword Pole Arm’ Two-handed Sword’ Type of Armor Armor Class Clothing only 9 Shield only 8 Leather Armor 7 Leather Armor &Shield Chain Mail Armor ii Chain Mail Armor&Shield 4 Plate Mail Armor 3 Plate Mail Armor&Shield 2 Armor Class is a measure of how well a character is proI tected from physical attacks. As the Armor Class number gets lower, the character becomes harder to hit. Armor Class is affected by such things as magic, magic items, and Dexterity, as well as by the type of armor worn. Armor Class may be lowered (improved) by Dexterity and magical bonuses. A fighter with a Dexterity score of 16, plate mail +1, and a shield +1 would have a total Armor Class of -2. Magical protection pluses are always subtracted from the number of the Armor Class. WANDERING MONSTERS: LEVEL 1 WANDERING MONSTERS: LEVEL 2 Die Roll 1 : 9 6 l 9 1 0 I I 1 2 1 3 1 4 1 5 1 6 1 7 1 8 1 9 2 0 Wandering Monster Acolyte (A) Bandit (N-C) Beetle, Fire(N) Dwarf(L) Gnome (L) Goblin(C) *Green Slime(N) Halfling (L) Killer Bee(N) Kobold (C) Lizard. Gecko (N) Orc (C) . Shrew, Giant(N) Skeleton(C) Snake, Cobra (N) Spider, Crab(N) Sprite(N) Stirge (N) Trader (A) Wolf(N) No. 1-8 1-8 1-8 1-6 l-8 2-8 3-118 I-IO 4-16 1-3 2-8 I-IO 3-12 1-6 :I:8 I-IO l-8 2-12 Die Roll 1 : 4 5 6 i 9 1 0 I I 1 2 1 3 1 4 1 5 :; :i 2 0 Wandering Monster Beetle, Oil (N) Berserker (N) Cat, Mt. Lion(N) Elf (L/N) Ghoul (C) Gnoll (C) *Gray Ooze (N) Hobgoblin (C) Lizard, Draco (N) Lizard Man (N) Neanderthal (N) Noble (A) Pixie (N) Robber Fly(N) Rock Baboon (N) Snake, Pit Viper(N) Spider, Black Widow(N) Troglodyte (C) Veteran (A) Zombie(C) No. 1-8 1-6 l-4 1-4 1-6 1-6 1 l-6 l-4 1-3 I-IO 2-12 2-8 1-6 2-12 1-8 1-3 1-8 2-8 2-8 WANDERING MONSTERS: LEVEL 3 Die Wandering Roll Monster No. ; Beetle, Tiger(N) l-6 Bugbear (C) 2-8 3 Carrion Crawler(N) 1-3 2 Doppleganger Driver (C) Ant(N) 2-8 1-6 6 *Gargoyle(C) l-6 lt Gelatinous Cube(N) 1 Harpy (C) l-6 9 Living Statue, Crystal (N) l-6 1 0 *Lycanthrope, Wererat (C) 1-8 I I Medium (A) 1-4 1 2 Medusa (C) l-3 1 3 NPC Party (A) 5-8 1 4 l Ochre Jelly(N) 1 1 5 Ogre (C) l-6 1 6 Shadow(C) 1-8 1 7 Spider, Tarantella (N) 1-3 1 8 Thou1 (C) 1-6 :: White Ape(N) 1-6 * Wight (C) 1-6
is bitten there is a 1-in-20 chance of getting a disease, unless a save vs. Poison is made. If the saving throw failed, there is a 25% chance the character will die in 1- 6 (ld6) days. Otherwise the character will be too sick to adventure for one game month. These monsters are the pets of the kobolds, living off the garbage and waste of their hosts. They will rush to the sound of the trap door closing or of battle. They have nothing of value in their lair or on their bodies, but their leader (rat #18) who will be at the back of the pack, a huge fellow (AC 5 due to speed and cunning, HD l-l, hp 4, #AT 2, D 2-4/2-4, MV (40’) Save F I, ML 8) wears a thin silver chain set with 5 small gems (jewelry value 400 gold pieces, chain value 50 gold pieces, each gem worth 50 gold pieces). The weight of a few rats will not trigger the pit trap. 3. FOOD STORAGE ROOM: The door is locked. This place contains various sorts of dried and salted meat, grain, and vegetables in sacks, boxes, barrels, and piles. There are also bits and pieces of past human victims. There is nothing of value here; even the wine in a large cask is thin and vinegary. 4. GUARD ROOM: Here are 3 very large kobold guards with chain mail and bows to fire down the passage at attackers (AC 5, HD 1+ 1, hp 5 each, #AT I, D 1-6, MV (40'), Save NM, ML 6). The guards will hide behind the corner for cover, so all missiles fired at them will be at -2 “to hit”. Each carries a hand axe in his belt and a purse with 2d6 gold pieces. 5. KOBOLD CHIEFTAIN’S ROOM: This huge kobold (AC 5, HD 2, hp 8, #AT 1, D 2-8 (2d4), MV (40’), Save F 1, ML 8) is so powerful that he fights with a battle axe. He has the key to the storage room (#3.) and a large gem on a great golden chain about his neck (value 1,200 gold pieces). Five female kobolds (AC 7, HD 1/2, hp 2 each, #AT I, D 1-3, Save NM, ML 8 due to the chief) are also in the room. There are heaps of cloth and bits of battered furniture in the place. Hidden in an old blanket hanging on the wall are 50 gold pieces (sewn into the hem). Each female has d6 gold pieces. A locked chest holds 203 copper, 61 silver, and 22 electrum pieces. 6. COMMON CHAMBER: The rest of the kobold tribe lives here. There are 17 males (AC 7, HD 1/2,hp 3 each, #AT I, D 1-4, MV (40’), Save NM, ML 6), 23 females (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3, Save NM, ML 6), and 8 young (which do not attack). If their caves are invaded, those able will help in its defense. Males have d6 silver pieces each, females d4 silver pieces each; the young have nothing. Amidst the litter of cloth and bits and scraps of odds-and-ends there is a piece of silk worth 150 gold pieces. (If the party does not search it will not be located.) (DM Note: Kobold losses will not be replaced, though injured kobolds will heal. If the attackers hurl oil at the kobolds, they will retreat if possible, rather than suffer damage. Should they have the opportunity to find any flasks of oil, the kobolds will use them against attacking characters!) B. ORC LAIR: Upon entering, the party will see that the wall 30’ to the north is decorated with heads and skulls (human, elven, dwarven) in various stages of decay. These cheerful greetings are placed in niches which checker about 100 square feet of the surface of the wall. Close inspection will show that one is orcish (see g. below). Sounds of activity can be heard from the west, but all is quiet to the east. Areag: This narrowing area is a guard post, the watcher (Orc: AC 7, HD 1, hp 5, #AT 1, D 1-6, MV (40’), Save F I, ML 8) having a small, window7. 8. 9. 10. 11. like opening from which he can observe the entrance to the lair. A piece of gray canvas behind gives the impression that the guard’s head is another of the ghastly trophies which decorate the wall. If adventurers enter, he will quickly duck down, slipping a goblin head into the place his own was, and alert the orcs at 7. GUARD ROOM: 4 orcs: (AC 7, HD 1, hp 5 each, #AT I, D 1-6, MV (40’), Save F 1, ML 8). These guards are armed with spears. Each carries one for hurling and one to melee with. They have d8 electrum pieces each. When alerted, they will rush to engage intruders, raising the alarm when they see them. There is nothing of value in their chamber, there being only pallets and shabby clothing hanging on pegs. The watcher (g.) will alert the 4 guards here (exactly as in 7., above) who will rush west and then south to flank or surround intruders threatening area 7. or 9. or approaching their own quarters. BANQUET AREA: There is a great fireplace on the south wall and many tables and benches in this 30’ x 50’ chamber - the table at the north end having a large chair at its head where the orc leader usually holds court. The place is empty of orcs although there is a small fire of charcoal burning in the fireplace. COMMON ROOM: Here are quartered 12 male orcs (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 8) and 18 females and 9 young (who do not fight). The males have 2d6 silver pieces each, the others have nothing of worth. The few furnishings in the room are likewise of no value. STORAGE CHAMBER: The door is locked. Amidst the stacks and heaps of supplies here (see 3., above), there are 3 shields, 17 spears, and 2 battle axes in excellent condition. A small crate in the far northeast corner contains a long-forgotten crossbow and 60 bolts. There is nothing else of value in the place. 12. ORC LEADER’S ROOM: This large creature is clad in chain mail, has a shield +1, and carries a mace. He fights as a 4 hit dice monster, has 15 hit points, and adds +2 to damage he causes when successfully striking an opponent (thus, 3-8 points of damage). This is due to his strength and skill. He carries 31 gold pieces, and wears a ring set with a gem (total value 700 g.p.). The room is carpeted, has tapestries upon the walls (note one of these covers the entrance to the small cave to the west), and battered but still serviceable furniture and a cot. His two mates sleep on cushions at the foot of his resting place. The two females in the place fight as males (AC 7, HD I, hp 3 each, #AT I, D 1-6, Save F I, ML 8) and each has 2d6 gold pieces on her person. The chests and other furniture have nothing of value. If hard pressed, the leader will wiggle behind the tapestries on the south wall and attempt to work the catch on the secret door to the south and go to the rival tribe for help, but his very life must be in great peril before he will do so. (Adventurers can only spring this catch by rolling a 1 (on a d6) twice in a row, or having two characters do so simultaneously.) Area 1: This alcove is used by the orc leader to store arms and treasure. There are two complete suits of chain mail here (man-sized and dwarfsized), 4 swords, and a locked iron chest which holds 205 copper, 286 silver, 81 gold, and 13 platinum pieces. A small niche in the back 1 5
wall, with a boulder in front covering it, hides a potion of healing and a scroll with a 6-die fire ball spell on it. (DM Note: Orc losses cannot be replaced, but after an initial attack by adventurers, the males at location 10. will move four of their number into area 9., arm these orcs with crossbows, and lay an ambush for intruders. If the leader is slain, all surviving orcs from this locale will seek refuge with the tribe at C. (see below), taking everything of value (and even of no value) with them, and B. will thereafter be deserted.) C. 13. 14. 15. 16. ORC LAIR: Similar to the orcs at area B., these monsters inhabit cave areas 14.-16. These orcs, however, do not rely upon a continual watch being kept; instead, they have a series of nearly invisible strings running across the entry passage, about II’ from the entrance. When any of these strings is tripped, a heavy, weighted net suspended from the ceiling will drop upon intruders, and metal pieces tied to it will create an alarm sound. (The trip strings will be spotted only if careful observation is asked for, each observer having a 1 in 6 chance of seeing the devices. The camouflaged net is 10’ wide and 18’ long, made of thick, tarred ropes, and will entrap the victim for 1-4 rounds. Meanwhile, orcs from area 14. will be there in 1 round . . . . ) FORGOTTEN ROOM: Only the two orc leaders (from this area and from B.) know of this place, They secretly meet here on occasion to plan co-operative ventures or discuss tribal problems, for although separate tribes are not exactly friendly, both leaders are aware of the fact that there is strength in numbers. A small table and two chairs are in the middle of the room. There is a wooden chest to one side which holds a bow, a quiver of 20 arrows, 2 swords, and 2 daggers. Two shields are hung on the south wall. There are only odds and ends otherwise, except that in the southeast corner, hidden beneath an old bucket (which is filled with black, stagnant water) are two small pouches, each holding 1 gem of 50 gold piece value, 10 gold pieces, and 20 silver pieces. Nesting under these small pouches are 2 giant centipedes: (AC 9, HD 1/2, hp 2 each, #AT I, D illness, MV (20’), Save NM, ML 7). COMMON CHAMBER: Here there are quartered 9 male orcs with shields and swords (AC 6, HD 1, hp 3 each, #AT 1, D 1-6, MV (40’), Save F 1, ML 8) and 8 females and 3 young who do not fight. The males have d20 silver pieces each, the females d4 copper pieces, the young have nothing. The place is a mess, and there is nothing of value in it. The males will go the entrance if they hear the net falling, arriving in 1 round. COMMON HALL: General meetings are held here, and food is likewise cooked and eaten here. There are 6 males here, 2 with crossbows, (AC 7, HD I, hp 3 each, #AT 1 or 1/2 for crossbows, Save F I, ML 8) and 4 females (non-combatant), dwelling in the western forepart. Each has treasure on their person equal to 14., above. The males here will also go to the entrance if they hear the noise of the netfalling, arriving in 3 rounds. LEADER’S ROOM: A guard (g.) is always posted just inside the door, and he cannot be surprised. (Orc: AC 5 for chain mail, HD 1 + I, hp 6, #AT I, D 1-6. Save F I, ML 8, carries 2d6 silver and d4 gold pieces.) He immediately shouts an alarm if any intruders attempt to enter. Behind him are stacks of barrels and boxes and sacks - extra supplies for the tribe. (One small wine barrel, 400 coins in weight, contains a good quality wine worth 55 gold pieces.) None of the other items here have value, and the foodstuffs is not up to human standards. The area to the east houses the leader (AC 2, HD 3, hp 16, #AT I, D 1-6, Save F 3, ML 10). He is a very large orc who wears plate mail and carries a shield. He uses a sword and attacks as a 3 hit die monster. At his belt is a magic hand axe +1 which he will hurl at an opponent, and he can do so and still attack normally in the same round of combat. His belt is made of silver, with a gold buckle (total value 160 gold pieces), and his sword has a 100 gold piece gem set in its pommel*. In his purse are 8 gold pieces, 17 electrum pieces, and 5 silver pieces. His mate is equal to a male orc in combat (AC 7, HD I, hp 5, #AT I, D 1-6, Save F 1, ML IO), and she has a bracelet of ivory which is worth 100 gold pieces. The area is well furnished, and a small chest of drawers contains a sack with 50 platinum pieces tied shut with a rope of climbing. There is also a copper bowl, finely wrought and chased with silver, on a small table near the bed. However, it is filled with garbage and very tarnished, so it looks as if it were worth 10 silver pieces, rather than the actual 50 gold pieces, unless it is closely inspected. (DM Note: Orc losses cannot be replaced. If this tribe is attacked, they will have the males at area 15. watching the entrance, ready for a second try by the adventurers. If the leader is slain, the survivors will seek safety in area B., if possible; otherwise, they will flee the place entirely, carrying their goods away.) D . 17. 18. 19. GOBLIN LAIR: The natural cave quickly turns into the worked stone tunnels typical of this whole complex. The passageways here are very busy, and for every 10’ distance covered by the party there is a 1 in 6 chance that they will encounter a group of goblins (see below) Check each time the party travels 30’ (a 3 in 6 chance) until wandering goblins are encountered, then check no further. When an encounter occurs, the entire bunch of goblins will attack and cry out an alarm (Bree-Yark!) at the same time. Wandering goblins are in addition to those found in numbered areas. Wandering Goblins: 6 males (AC 6, HD l-l, hp 3 each, #AT I, D 1-6, MV (20’), Save NM, ML 7). Each will have d6 silver pieces. (They are patrolling and carrying messages back and forth. The group will also be carrying several bags (d6) of fairly good foodstuffs - not worth much, but quite suitable for human fare.) GUARD CHAMBER: 6 goblin guards with several spears each (AC 6, HD I-I, hp 3 each, #AT 1, D 1-6, Save NM, ML 7) are alertly watching both passages here for intruders of any sort, including hobgoblins from the south. They each have d4 x 10 copper and d4 silver pieces. The chamber has a barrel with 60 spears, a small table, 2 benches and a keg of water. GUARD CHAMBER: This is the same as 17., above, except the goblins watch mainly to the east. If there is a cry of “BREE-YARK” (similar to “Hey Rube!“), 2 of these guards will rush to the secret door, toss a sack with 250 gold pieces in it to the ogre (E., 22., below) and ask him to help them. The ogre will accept the payment and will enter the goblins’ lair and move to attack intruders immediately, if possible. The sack of gold coins is hidden in a water barrel in the corner by the secret door. COMMON ROOM: There are 10 males (AC 6, HD l-l, hp 3 each, #AT I, D 1-6, Save NM, ML 7) and 14females and 6 young (who do not fight) dwelling here. Food is prepared and eaten here, and general meetings are likewise held here. There are heaps of bedding, tables, stools, benches, etc. all around the whole place, making it very cluttered. Each male has d6 silver pieces, 1 6
each female has 2d6 copper pieces. If the wandering group of goblins has not been encountered when the adventures enter this area, be certain to have those 6 additional males in this chamber. 20. CHIEFTAIN’S ROOM: The goblin leader (AC 4 due to chain mail and shield, HD 3, hp II, #AT I, D 2-7 due to Strength and skill, Save F 2, ML 9), 3 guards (AC 6, HD 1 +I, hp 7, #AT I, D 1-6, Save NM, ML 9 due to presence of chief), and several females are quartered here. The chief has a purse with 18 gold and 2 platinum pieces in it; each of his guards has 8 electrum pieces and d6 silver pieces. There is a silver cup (value 90 gold pieces) under his bed. He and the guards have bows hung on the wall, and if there is time they will take them down and use them. If hard-pressed, 2 of the female goblins can fight as well as males, and will do so (2 female goblins (AC 7, HD I-I, hp 2 each, #AT I, D 1-6, MV (20’), Save NM, ML 9 due to the presence of the chief); the other females do not fight. This place has quite a bit of good furniture in it - all scaled to goblin-size, of course. A low bench near the bed has a secret drawer under the seat, and inside is stored the treasure of the goblins: a tapestry with silver and gold threads which is worth 900 gold pieces. Nearby is a stand with a pewter bowl which holds 273 silver and 321 copper pieces. 21. STORAGE CHAMBER: Note that at position g. there are 4 goblin guards on duty (AC 7, HD I-I, hp 4 each, #AT I, D 1-6, Save NM, ML 7), armed with ready crossbows and swords. Many bales, boxes, crates, barrels, and sacks are stacked and heaped in the large chamber. They contain cloth, food, beer, and wine - all of no special worth. The hard-working but not-too-bright goblins continually bring supplies of stolen and looted goods to this place. They do not realize that their large cousins, the hobgoblins at area F., below, use a secret door known only to them to steal the best of the foodstuffs and drink. If the adventurers stay in this chamber for more than 1 turn, a party of 4 hobgoblins will come through the secret door: 4 Hobgoblins: (AC 6, HD 1 + 1, hp 6 each, #AT I, D 1-8, MV (30’), Save F I, ML 9.) Each carries d4 gold pieces. (DM Note: Goblin losses cannot be replaced. If they are being soundly defeated by intruders, the goblins will attempt to hide or flee east. Those who do so will go from area 17. to area 23., inform the hobgoblins, and join forces with them, so adjust encounters appropriately.) E. OGRE CAVE: Persons entering this place will notice a strong, sour odor and then notice what appears to be a huge bear sprawled asleep in the southwestern part of the cave. This is nothing more than the skin of a huge bear which the ogre killed and uses as a bed, making it more comfortable by heaping leaves underneath. The ogre sits in the eastern portion of his lair, and noise will certainly bring him ready to do battle. This huge Ogre has AC 4 due to his thick hide and another thick bearskin he wears for protection. Because of his high strength, he hits opponents for 3-12 (1d10+2) points of damage (AC 4, HD 4 + I, hp 25, D 3-12, MV (30’), Save F 4, ML IO). The ogre has grown wealthy by serving as a mercenary - generally on the side of the goblins (and their occasional allies, the hobgoblins), although he has been bought off by the orcs and gnolls from time to time. He will rush to aid the goblins when they toss him the sack of coins (see 18., above). If anyone offers him a greater fee - one which he can actually see and feel - it is 90% likely that he will simply take it (and the goblins’ money too!), and return to his lair. 1 7 22. The ogre sits here on top of a great leather bag. In this bag are seven large sacks which contain: #1: 287 silver pieces; #2: a hard cheese; #3: 182 copper pieces and 91 electrum pieces; #4: 289 gold pieces; #5: a keg of brandy (value 80 gold pieces); #6: 303 copper pieces; #7: 241 gold pieces (actually lead coins with a wash of gold, so value of each is only I copper!). If intruders offer him a bribe of 20 or more gold piece value, the ogre will be 90% likely to allow them to leave unmolested, but if he catches them again, he will attempt to kill them, whatever the offers. Hidden under a heap of old bones in the southern portion of his cave are 6 magic arrows +1, a potion of invisibility, and a magic scroll with 2 cleric spells - cure light wounds, hold person. F. HOBGOBLIN LAIR: Seldom are these fierce creatures troubled by marauders, for the entrance to their lair is guarded by a stout, barred door at the back of the entry cave. Skulls are lined along the walls, and several are affixed to the oaken door to highlight a warning written in common runes: “Come in - we’d like to have you for dinner!” (Which could be misinterpreted as a cordial invitation to dine . ) Careful inspection of the barred door has a 1 in 6 chance per person examining it of detecting a secret mechanism which allows a person outside to slide the bar back so the portal can be entered. If it is forced open, it will require three Is (on a d6) to indicate the bar has been broken, and the noise will alert area 26. If a knock spell is used to open the door, the noise of the falling bar will be heard, but guards will not have time to react, so the intruders will have two rounds of time before the guards will come. 23. COMMON ROOM: This place quarters 5 males (AC 6, HD 1 + I, hp 5 each, #AT I, D 1-8, MV (30’), Save F I, ML 8) with d4 x 10 silver pieces each; 8 females (AC 7. HD 1, hp 4 each, #AT I, D 1-6, Save F 1, ML 7) with 2d6 silver pieces each, and 3 young which do not fight and have no treasure. There are heaps of cloth and skins for beds, some odds and ends of furniture, and a small barrel of beer, buckets, etc. in the place, all worthless. The males are watching the east door which communicates with the goblin lair (D., above) and are battle-ready. 24. TORTURE CHAMBER/PLAYROOM/FOOD STORAGE: There are 2 very large, ugly hobgoblins here. Each is equal to a 2 + 1 hit dice monster, one having 10 hit points, the other 8 hit points, and both wear chain mail (AC 5). One also has a whip, as well as a sword, so that he can strike at opponents up to 15’ distant, and if a hit is scored, the whip will jerk the victim off his or her feef and stun (paralyze) him or her for 1-2 melee rounds. However, once closely engaged, the hobgoblin cannot make use of his whip, so he will cast it aside. Each of these monsters has a purse with d6 each copper, silver, and electrum pieces. The larger also has a silver armlet worth 135 gold pieces. They guard 6 prisoners who are chained to the walls. There are two chairs, a small table, a central fire pit, and various implements of torture in the chamber. The keys to the prisoners’ chains are hanging on the wall in the southwest corner. The prisoners are: #1: A plump, half-dead merchant, scheduled to be eaten tonight in a special banquet. If he is rescued and returned to the KEEP, the Guild will pay a 100 gold piece reward, grant the rescuers honorary Guild status, and exempt them for one year from any fees, dues, taxes, and the like which the Guild would normally collect.
#2: #3: #4: #5: #6: An orc (AC 7, HD 1, hp 4, ML 8) who will fight goblins and hobgoblins gladly, if handed a weapon (of course, he will seek to escape from the adventurers at first chance, taking whatever he can with him, and informing his fellows at B. (above), of what happened). A man-at-arms (AC 9 due to no armor, F 1, hp 5, ML 7) who formerly served as a guard for the merchant. He will take service with rescuers for 1 year if an offer is made, for room and board only, if given armor and weapons. A normal female, the merchant’s wife, in fact, who is also slated for the big feast. She will personally reward her rescuers by giving them a dagger +1 she has in her room back at the KEEP. A crazy gnoll (AC 9 due to no armor, HD 2, hp 9, #AT I, D 1-6, Save F 2, ML 8) who will snatch up a weapon and attack his rescuers if he is freed. (He will cause only 1-6 points of damage due to his weakened condition.) Another man-at-arms as #3, above, who will behave the same way his companion will. 25. COMMON CHAMBER: This large place is used for meals, meetings, and general revels of the hobgoblin tribe. There are many tables and benches set out now, as the place is being readied for the coming feast. 4 males (AC 6, HD 1 + I, hp 5 each, #AT 1, D 1-8, MV (30’), Save F I, ML 8), 5 females (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 7), and 9 young (who will not fight) are working here. Males have d4 gold pieces each, females 2d6 silver pieces. The head table has a set of pewter dishes on it, and their value is 25 g.p. for the set. 26. 27. GUARD ROOM: 6 hobgoblins (AC 7 when using crossbows or 6, HD 1+ I, hp 6 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F I, ML 8), 3 with crossbows which they’ll fire once before dropping and taking their maces for close combat. Each carries d4 each gold, silver, and copper pieces. If they hear the door being battered, or the bar falling, all but one will immediately rush to the entry, while the other will alert area 27., and then join his fellows. It takes two rounds for them to reach the entry, and the sixth will join the other guards on round four. ARMORY: 3 hobgoblin guards (AC 5 due to chain mail, HD1+1, hp6 each, #AT 1, D1-8, Save F1, ML 8) are on duty here at all times. If warning comes, two will move to the door to wait in ambush, and the other will pass through the secret entrance (to area 31.) to alert the chief. Each guard has 2d4 each of silver and electrum pieces. In the chamber are the following: 1 suit of man-sized plate mail 1 suit of dwarf-sized plate mail 3 suits of man-sized chain mail 2 suits of elf-sized chain mail 7 suits of man-sized leather armor 11 shields 6 daggers 1 battle axe 4 maces 3 swords 2 bows (short) 1 longbow 13 crossbows 11 score* arrows (14 arrows have silver heads) 9 score’ bolts 51 spears 19 pole arms 42 helmets of various sizes 28. 29. Armor-type items are standing or hung from racks. Weapons are in chests or on pegs or in racks. STOREROOM: Goods stolen from the stupid goblins are kept here until needed above. There will be a single guard (AC 6, HD 1 +I, hp 5, #AT I, D 1-8, Save F I, ML 8) on duty here at all times. He has 2d8 electrum pieces. (If the looting party does not encounter adventurers in area 21.. they will also be here: 4 hobgoblins (AC 6, HD 1 + 1, hp 6 each, #AT 1, D 1-8, Save F 1, ML 8). Each of the four carries d4 gold pieces. GUARD ROOM: 2 hobgoblin guards with crossbows and swords stand here. (AC 7, HD 1+ I, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, Save F 1, ML 8.) With them are 2 females who will fight (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 7). Males have 2d6 each silver and copper pieces, females have no treasure. There are two cots, a bench, a stool, and a large box (filled with soiled clothing) in the room. If attackers are seen, one female will alert area 30., the other area 31.; then both will fight. 30. HOBGOBLIN CHIEF’S QUARTERS: This great, ugly creature (AC 2 due to his plate mail and shield, HD 5, hp 22, #AT I, D 3-10 due to Strength and skill, MV (30’), Save F 5, ML 10) has 5 platinum and 31 gold pieces in his purse. He wears a silver and gem studded belt (value 600 gold pieces). With him are 4 large female hobgoblins, each equal to a male (AC 6, HD 1 + 1, hp 6 each, #AT 1, D 1-8, Save F I, ML 10 due to the chief), and each has 2d6 gold pieces. The room is crowded with furniture and junk - all of no real worth, except that there is a false bottom in a huge iron box filled with mangy animal skins, The secret portion of the iron box holds 25 platinum, 200 gold, 115 electrum, and 400 silver pieces plus a 100 gold piece gem and a potion of poison. Amidst a heap of kindling wood near the fireplace (southeast corner) there is concealed a wand of paralyzation, but it has only 7 charges left in it. 31. GUARD ROOM: 4 hobgoblins (AC 5 due to chain mail, HD 1 +I, hp 5 each, #AT I, D 1-8, Save F I, ML 8), each with 2d6 electrum, silver, and copper pieces. They are alert for danger, and when notified, they will pass the word to areas 29., 30., and/or 27., as required. The room is rather bare, having only 2 pallets, a stool, and a large water barrel. (DM Note: As usual, hobgoblin losses cannot be replaced during the course of normal play, which is a period of only several days or weeks of action. The hobgoblins are fairly smart, well-organized, and alert. If their chief is killed, they will typically seek to escape alive, unless their opponents are obviously weak and inferior. Survivors will reinforce the goblins at D., above, unless their attackers are very dangerous and the hobgoblins can see that the whole Caves’ area is in trouble. . . ) G. SHUNNED CAVERN: Even the normal inhabitants of this area, including the ogre, stay away from here, for the creatures who dwell herein are exceptionally dangerous. Any creature foolish enough to venture out at night becomes fair game. A horrible stench is noticed as soon as creatures enter the cavern area. EMPTY GALLERY: The odor of these places is awful. Bones and rotting corpses are spread here and there amidst a litter of dead leaves and old branches. If a careful search is made, adventurers will find a coin every round: 1-2 = 1 copper piece, 3-4 = 1 silver piece, 5-6 = 1 electrum piece. The sound of such searching might bring visitors! Roll on the table below for an encounter: 32. 1 8
33. 34. H. 1- 2 - 3 - Owl bear from 34., below 2-12 giant rats (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3 plus disease, MV (40’), Save F 1, ML 8) Gray ooze from 33., below 4-6 - Nothing is attracted to the noise SHALLOW POOL: This portion of the cavern is very wet, and all of the walls and the floor have a sheen from the dampness, There is a large pool of shallow water (as shown), and a few white, blind fish are swimming therein. There is a jewel-encrusted goblet worth 1,300 gold pieces in the water. There are 3 gray ooze monsters in this place (only 2 if 1 has already been encountered in a 32. area). Each causes 1-8 hit points of damage on the first round, unless attacking from above, because half of their damage will be taken up in destroying the foot and leg protection of the victim. Thereafter, attacks cause 2-16 points of damage, as do attacks from above. (AC 8, HD 3*, hp 15 each, #AT I, D 1-8 first round, then 2-16 destroys armor, MV (3’) Save F 2, ML 12.) The pair always in the place are the one at the south edge of the pool and the one on the ceiling in the southwestern portion of the area. There is only a 1 in 20 chance of noticing either unless a pole device is used to prod the area before the pool or unless two or more torches are held aloft so as to fully light the ceiling area. The third gray ooze will be on the ceiling to the left of the entrance, if present. OWL BEAR’S DEN: The owl bear (AC 5, HD 5, hp 30, #AT 3, D I-811-811-8, MV (40’) Save F 3, ML 9) sleeps in the most southerly part of its den, digesting a meal of gnoll it just caught at dawn. If aroused, the beast will roar and rush out, striking with its two great paws and toothy beak for 1-8 points of damage per hit, with three such attacks per round, i.e. a claw, another clawing attack, and then ,a snap of its beak. It has no treasure, but amidst the many sticks and bones it sleeps on is a bone tube (1 in 6 chance of noticing it for each person searching the heap, with a check for each once per round) with a protection from undead scroll within it. BUGBEAR LAIR: The group of bugbears is not numerous, but what it lacks in numbers, it makes up for in strength and cunning. There are signs beside the entrance cave in kobold, orcish, goblin, etc. Each says: “Safety, security and repose for all humanoids who enter - WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)” 35. GUARD ROOM: 3 bugbears (AC 5 , H D 3 + 1, hp 1 1 each, #AT I. D 2-8. MV (30’). Save F 3, ML 9) with 2d10 gold pieces each, These creatures lounge on stools near a smoking brazier which has skewers of meat toasting over the coals. Each will ignore his great mace when intruders enter, reaching instead for the food. Though they do not speak common, they will grab and eat a chunk, then offer the skewers to the adventurers - and suddenly use them as swords to strike first blow (at +2 bonus to hit due to surprise!) unless the victims are very alert. There are two cots in the place and a large gong. If the battle goes badly, one will smite the gong to warn the others in the complex. 36. CHIEFTAIN’S ROOM: This tough old bugbear is equal to an ogre (AC 5, HD 4+1, hp 18, #AT I, D 3-12 (d10+2), Save F 4, ML 9). He has a pouch with a key, 29 platinum pieces, and 3 50 g.p. gems in it. With him is a female bugbear equal to the male (AC 5, HD 3 + I, hp 12, #AT I, D 2-8, Save F 3, ML 9). She has gold earrings worth 100 g.p. The furnishings of the room are battered and crude, but several pieces of silk are mixed up with the bedding, in all 6 may be found; the party will be able to 37. 38. sell them for 20 g.p. each. There is a gray chest stuck up on a ledge near the ceiling which will only be spotted if the room is carefully searched. It contains 1,462 silver pieces, a 30 pound statue of alabaster and ivory (worth 200 gold pieces), and 2 potions of healing (which will break if the chest is roughly handled). It will take three or four strong characters to bring this down safely. There is a hand axe +1on the wall, and if the chieftain has the chance, he will take it down and hurl it first, then close for full melee. He knows of the secret door - it is his escape route in desperate situations. SPOILS ROOM: The heavy door is locked, and the key is in the pouch of the chieftain (36., above). Inside are a shield + 1, being used as a tray to hold a heap of dried herbs (catnip, something these particular bugbears relish), various boxes and crates of high quality dried or salted foodstuffs, leather hides in a stack, 3 barrels of ale, a tun of wine, and a small keg of oil (20 flask capacity). (If all but the shield and oil are sold at the KEEP, the value will be 400 gold pieces.) Breaking the lock or smashing the door will bring the guards from 35. and the chieftain and his mate from 36.. COMMON ROOM: 3 males (AC 5, HD 3 + I, hp 12 each, #AT I, D 2-8, MV (30’), Save F 3, ML 9) with 2d6 each of gold and silver pieces, 7 females (AC 6, HD 2, hp 8 each, #AT I, D 1-8, Save F 2, ML 8), and 3 young bugbears (AC 7, HD 1, hp 3 each, #AT 1, D 1-4, Save F 1, ML 7) live here. There are piles of bedding and old garments here and there. Blackened by soot, there is a silver urn worth 175 g.p. near the fireplace, but only close examination will reveal its true value. 39. GUARD ROOM: Watching here are 2 males (AC 5, HD 3 + 1, hp 10 each, #AT 1, D 2-8, Save F 3, ML 9) with 2d8 gold pieces each, and 3 females (AC 6, HD 2, hp 7 each, #AT 1, D 1-8, Save F 2, ML 8) each with d10 gold pieces. Each has a spear in addition to normal weapons, so that they can hurl this missile and then close to fight hand-to-hand. These bugbears tend to the slaves as well as help to guard the entrance to their lair. There are bedrolls, a bench, a long table, a water pail, and sacks of meal scattered here and there in the chamber. Keys to the doors to 40. and 41. are on the wall opposite the stairs. Both corridors to the slave pens have meal sacks and small boxes and barrels of provisions and watered wine along their length. 40. SLAVE PEN: The iron door is secured by a bar, chain, and heavy padlock. Inside is a litter of straw, a bucket, and the following slaves: 3 kobolds (AC 9, HD 1/2, hp 2 each, MV (40’), Save NM, ML 6), 1 goblin (AC 9, HD l-l, hp 3 each, MV (20’), Save NM, ML 7), 4 orcs (AC 9, HD I, hp 5 each, MV (40’), Save F 1, ML 8), and 2 humans (AC 9, F 1, hp 4 each, MV (40’), ML 7) - optionally add 1 dwarf (AC 9, D 2, hp 12, MV (40’), ML 8) and 2 elves (AC 9, E 1, hp 7 each, MV (40’), ML 8) in place of 2 of the kobolds and 1 of the orcs. They are chained to the wall with a common chain and a heavy padlock. All will fight against the bugbears if given weapons. (Treat as AC 9 unless protection is provided.) The humans will serve as those noted in F., 24., above. The dwarf and elves, if used by the DM, may agree to help the adventurers as long as they stay in the Caves’ area continuously and fight. The other creatures will desert at first opportunity. 41. SLAVE PEN: Another barred, chained, and padlocked iron door keeps safe the following slaves: 3 hobgoblins (AC 8, HD 1+1, hp 6 each, MV (30’), Save F 1, ML 8), 2 gnolls (AC 8, HD 2 + 1, hp 9 each, MV (30’), Save F 2, ML 8), 1 (rebel) bugbear (AC 7, HD 3+ I, hp 14, MV (30’), Save F 3, ML 9) and 1 huge human - a seeming wildman, with mighty muscles, shaggy hair and beard, and staring eyes. He is a Hero (a 4th level fighter). His 18 1 9
Strength and + 1 for his level give him a total of +4 “to hit” bonus and + 3 to damage (AC 9 due to no armor, F 4, hp 24, #AT 1, D 4-9, ML 10). (He is prone to fits of berserk fury due to his enslavement, and if armed and in combat it is 50% likely per round that he will strike a friend instead of a foe in his lust to slay!) If freed, these slaves will attempt to flee, although they will attack bugbears who are in the way of their escape. There are two exceptions: the big bugbear hates his fellows, and will take arms and fight against them or any of the other inhabitants of the whole area; he will continue to do so for as long as the party stays there. The hero is an evil person; once he is armed, and after battle madness leaves him, he will either kill the adventurers who freed him, so as to have all their treasure for himself, or else he will steal whatever is most valuable and then sneak off - but only if he knows the party is too strong for him. (DM Note: There are 2 bugbears out hunting, and they will return with a human corpse and 83 gold pieces the day after adventurers first enter the bugbear lair. They will be placed on guard duty at 35., if appropriate, and their statistics are the same as the guards there. Bugbears will stay in the place until all are dead, save the chieftain, who will seek help from the minotaur at I., 45.) I. CAVES OF THE MINOTAUR: This labyrinth* houses a number of nasty things, but the worst is a fiendishly clever minotaur who abides herein. Immediately upon entering the place, adventurers will feel slightly dizzy - the effects of a powerful spell which will cause them to lose all sense of direction. The minotaur will agree to help the bugbears against invaders at the cost of one human slave every three days of service - of course, the slave is eaten in that period. The minotaur keeps only the choicest of treasures, tossing unwanted loot to whomever happens to find it at the mouth of the labyrinth. (DM Notes: You may allow players to find a few low-value coins, normal equipment, weapons, or armor at the entrance. After 30’ past the cave mouth, a spell of direction confusion (a special spell) will begin to function, so start to misdirect them by naming incorrect directions, i.e. southeast instead of northeast, east instead of west, etc. Don’t worry about calling the same passage as a different direction should they travel over the same route twice - that’s the effect of the magic on them. You may wish to allow the mapping character a secret saving throw every couple of turns, a 19 or 20 indicating that the effect has been thrown off.) 42. STIRGE CAVE: There are 13 of these flying monsters here: (AC 7, HD 1, hp 3 each, #AT 1 at +2 to hit, D 1-3 first round plus 1-4 per additional round, MV (60’) Save F I, ML 9). If opponent is hit, stirge will automatically suck blood each round thereafter, doing 1-4 hit points of damage due to blood drain until victim is dead or stirge is killed. The minotaur loves to catch and eat these creatures, so they avoid him, and they are quite hungry. In fact, this hunger makes it 90% likely that they will be squeaking and hooting to one another, so the party won’t be surprised. They have no treasure. 43. FIRE BEETLES: Three dwell in this area: (AC 4, HD 1 + 2, hp 7 each, #AT 1, D 2-8 (2d4), MV (40’), Save F I, ML 7). They too are hungry and will hasten to attack any persons entering their area. They have no treasure, but 2 glands above their eyes and one in their abdomen will glow with a red light, 10’ radius, for 1-6 days after the beetle is killed. 44. FIRE BEETLES: There are 2 of these creatures here, in all respects like those in 43., above. 45. THE MINOTAUR: This huge monster has AC 4 due to a great chain mail coat he wears, and carries a spear +1. When he first attacks, the minotaur (AC 4, HD 6, hp 35, #AT 1 or 2, D 4-9 or I-611-6, MV (40’), Save F 6, ML 12) will rush forward and stab with his spear for 4-9 (d6+ 3) points of damage, due to his strength. The next round he will gore and bite doing 1-6 points of damage with each successful attack. The minotaur may only use his spear or his horns and bite. When intruders enter the area, the minotaur immediately moves to attack. He knows this area so weft that the only way for victims to escape is to go through the secret door into area 36., or else to run out of the place and climb a large tree. The cave the minotaur dwells in has skulls and bones arrayed in decorative patterns. The secret door is actually a slab of stone which takes not less than 3 humans to move. (It will be noticed by careful checking of the walls, but how it is moved requires a roll of a 1 on a six-sided die to indicate the searcher has found where it can be grasped. All of the minotaur’s treasure is behind this slab of rock. It hides: 1 locked chest (with poison needle in lock) - contents 930 gold and 310 electrum pieces 1 staff of healing 1 suit of man-sized (optionally elf-sized) plate mail +1 1 locked coffer - contents 3 potion bottles (gaseous form, healing, growth) 1 locked chest - contents 3 pieces of jewelry worth 1600, 900, and 600 g.p. respectively 2 0
J. GNOLL LAIR: The entry into this place is a small cave, and only at the end will worked stone be visible. If the adventurers have a light or make much noise, the guards (46.) will certainly be alerted and ready. 46. GUARD ROOM: There are always 4 gnolls (AC 5, HD 2, hp 9 each, #AT 1, D 2-8, MV (30’), Save F 2, ML 8) on duty here. Two have bows, and will shoot at intruders until melee takes place; they will then run for help while the other two fight. Each gnoll has d8 each of electrum, silver, and copper pieces. 47. GUARD ROOM: 3 males (AC 5, HD 2, hp 8 each, #AT I, D 2-8, Save F 2, ML 8) and 5 females (AC 6, HD 1 + 1, hp 5 each, #AT I, D 1-8, Save F I, ML 8) are quartered here. They will be ready to fight immediately. The males have d6 gold pieces each, the females have d4. There is a scattering of rude furniture in the place, heaps of bedding on the floor, several hides and pelts on the walls (one is a valuable sable cloak worth 450 g.p.), and a barrel of water in the southwest corner of the room. 48. LOCKED ROOM: This chamber is a store room and armory. Besides the usual provisions, there are 7 shields, a suit of dwarf-sized chain mail, 12 hand axes, 3 longbows, 5 quivers of arrows (20 in each), and a sword -1, cursed. One barrel of exceptionally fine ale is leaking, and the odor will tempt adventurers to taste it. It is so good, in fact, that there is a 5 in 6 chance per taste that he or she will draw a healthy draught and then spend the next I-4 turns drinking. (If this occurs, be sure that you have the appropriate characters sing, make noise, and act foolishly. Any of their attacks will be at -2 to hit; this will continue for as many turns as they spent drinking, i.e. l-4). 49. COMMON ROOM: This place quarters the gnoll tribe - 6 males (AC 5, HD 2, hp 8 each, #AT I, D 2-8, Save F 2, ML 8) II females (AC 6, HD 1 +I, hp 5 each, #AT I, D 1-8, Save F I, ML 8), and 18 young who do not fight. Males have d6 each of electrum and silver pieces, females d10 silver pieces each. There is the usual clutter of worthless furniture in the room. 50. GNOLL CHIEFTAIN’S QUARTERS: The gnoll leader (AC 3 due to pieces of plate mail worn, HD 3, hp 17, #AT I, D 4- 10 (2d4+2) due to his strength, Save F 3. ML IO), his two sons (AC 4, HD 2+1, hp IO each, #AT I, D 3-9 (2d4+1), Save F 2, ML IO) and four female gnolls (AC 6, HD 1 + I, hp 5 each, #AT 1, D 1-8, Save F 1, ML 9) are waiting in this room. The chieftain has a pair of silver armbands worth 50 gold pieces each, and there are 39 gold pieces in his belt pouch. His sons have d10 each of gold, electrum and silver pieces, Each female wears a silver neck chain worth 30 gold pieces and has 2d6 electrum pieces in addition. The furnishings of the place are crude and battered. A large metal pot beneath a flagstone in the fireplace alcove hides 200 copper, 157 silver, 76 electrum, and 139 gold pieces. The secret door and passage to area K., 63., is unknown to all. Just inside the entrance is the skeleton of a human thief, his leg is broken and he must have died here trying to escape through the secret door. The rotten leather armor and corroded weapons are valueless, but the purse at his belt holds 12 gems of 50 g.p. base value each, and the elven boots upon his bony feet are still in usable shape. (DM Note: Losses by the gnolls cannot be replaced. They are in a loose alliance with the orcs, so if there are surviving gnolls, they will move to the orc areas and vice versa. If you wish, allow the chieftain to be able to escape enemies by climbing up the chimney of the fireplace in his area.) K. SHRINE OF EVIL CHAOS: A faint, foul draft issues from the 20’ wide cave mouth which is the entrance to this place. The worn path through the copse of obscenely twisted and oddly bloated trees gives those approaching along its length an eerie sense of unease, and as soon as they enter the cave mouth a dim awareness of lurking evil will pervade their senses. Red strata intertwines with bulging black veins running through the hewn rock walls beyond the entrance. The wide corridors and chambers are deathly still. A faint groaning sound, and a shrill piping may be occasionally heard, barely perceptible even if the party is absolutely silent and listening. The floors are smooth and worn by the tread of countless feet of the worshipers at this grim place. The footsteps of intruders will echo alarmingly in these vaulted halls (+ 2 chance of being surprised), and extreme care must be taken to muffle such sounds if the party has any hopes of remaining undetected until the moment of their choosing. Continual noise will bring a group of zombie guards to investigate: 8 zombies: (AC 8. HD 2, hp 8 each, #AT 1, D 1-8, MV (40’), Save F 1, ML 12). These ghastly monsters are clad in filthy red and black striped uniforms. Each carries a cleaver-like battle axe. (Each wears an amulet’ of protection from turning, so attempts by a cleric to turn them are made as if they were ghouls rather than zombies.) 51. BOULDER FILLED PASSAGE: Large rocks and boulders have been placed here in order to seal off this tunnel. It will take 100 man-turns to open a way large enough for a human to pass through into the area beyond. (You have the option of allowing this passage to lead to the outside somewhere to the southwest of the Caves of Chaos, or you may choose to have it go all the way to the Cave of the Unknown. If you opt for the latter case, you must, of course, prepare an appropriate underground area map and stock it with monsters and treasures.) 52. HALL OF SKELETONS: This unusual audience chamber has a dais and throne-like chair set with 4 large red gems (500 g.p. each) at the south end. It is otherwise empty except for a dozen skeletons, clad in rags of chain mail and bearing battered shields and rusty scimitars (swords), propped against the walls. These bony guards do not move, and any attempt to turn them immediately upon entering the chamber will have no effect, as they are obviously not animated. However, as soon as intruders touch the dais or throne chair, these monsters will spring to life from their positions on either wall of the chamber. Each has an amulet of protection from turning upon it, so they are turned by a cleric as if they were zombies (AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 12). They have no treasure. Once the skeletons are disposed of, it is an easy matter to pry the 4 garnets (gems) from the back of the chair. 53. GUARD ROOM: There will always be 8 zombies (AC 8, HD 2, hp 8 each, #AT I, D 1-8, Save F I, ML 12), turned as if they were ghouls due to a amulet of protection from turning hulking silently here, 4 at either end of the hall. Anyone entering will be attacked unless they are robed in temple garb (see area 54.. below) and have an amulet identical to the ones which the undead guard groups or priests wear. There is no treasure here. 54. ACOLYTES’ CHAMBER: There are 4 acolytes (1st level clerics) here (AC 5, C 1, hp 4 each, #AT 1, D 1-6, ML 8), all 2 1
dressed in rusty-red robes, with black cowls*. Under these robes each wears chain mail and a mace at his belt. Each carries 10 gold pieces in his purse, and the leader wears an amulet of protection from good. This amulet circles the wearer with a magic barrier. The amulet serves as some protection from good attacks (attacks by monsters of some alignment other than the wearer’s alignment) by adding 1 to the wearer’s saving throws, and subtracting 1 from the “to hit” die roll of these opponents. The spell will also keep out attacks from enchanted (magical) monsters (such as gargoyles), but not missile fire attacks from these creatures. Their room contains four hard pallets*, a brazier*, a table, four stools, a cabinet for clothing, a water pail, a waste bucket, and a flagon* of wine and four cups. There is nothing of value amongst these items. 55. CHAPEL OF EVIL CHAOS: This place is of red stone, the floor being a mosaic checkerboard of black and red. The south wall is covered by a huge tapestry which depicts a black landscape, barren trees, and unidentifiable but horrible black shapes in silhouette - possibly demons of some sort - holding aloft a struggling human. A gray sky is torn by wisps of purple clouds, and a bloody moon with a skull-like face on it leers down upon the scene. Four black pillars support the domed ceiling some 25’ overhead. Between these columns, just in front of the tapestry, is a stone altar of red veined black rock, rough-hewn and stained brown with dried blood. Upon it are 4 ancient bronze vessels - a shallow bowl, a pair of goblets, and a ewer, a vase-shaped pitcher. They are also bloodstained but obviously worth a great deal of money. (The value is 1,000 g.p. for each cup, and 2,000 g.p. for each of the other items, but these are relics of evil, and any character possessing them will not part with them or sell them nor allow others to handle them.) For each character who picks up one of these objects, the DM should have the character roll a saving throw vs. Magic at -2. Any who save successfully will get a “feeling of great evil” about the object, and he or she may voluntarily put it down. If the save fails, the character will rapidly fall under the influence of a demonic spell and within 6 days become a servant of chaos and evil, returning to this chapel to replace the relics, and then staying as a guard forever after. If someone attempts to destroy these relics the great bell (see 58., below) will sound and the Shrine’s residents will come running in 3 rounds. If a detect evil spell is cast upon these items, they will glow an ugly purple, and all good characters will feel instant loathing for them. If the character who has taken them has a dispel magic and then a bless spell cast upon him or her, there is a 60% chance of removing the evil on the first day, 50% on the 2nd, 40% on the 3rd, 30% on the 4th. 20% on the 5th, and 10% on the 6th. Otherwise, nothing will be able to save the character!) 56. ADEPTS’ CHAMBER: There are 4 adepts (2nd level clerics) here, each clad in a black robe with a maroon colored cowl* (AC 3, C 2, hp 8 each, #AT I, D 1-6, ML 8). They have plate mail beneath their garments, and each bears a mace. Their waists are circled with copper chains (worth 40 g.p. each) with skull-shaped clasps fashioned of bone. Each carries a purse with 20 gold and 5 platinum pieces, and each wears an amulet of protection from good (#54.), which makes their effective armor class 2 vs. good creatures. The first and second have cause light wounds (does 2-7 points of damage to creature touched; normal “to hit” roll must be made to touch victim) spells, the third a light spell, the fourth a cause fear (those who fail to save vs. Spells must flee in terror for 1 turn. A normal “to hit” roll must be made to affect creature) spell. They will use their 57. 58. 59. spells first, if possible, before engaging in combat with weapons. In the room are four beds, four small stands, a table, four chairs, four chests for clothing, and various books and scrolls of evil nature - nothing of value. However, on the table are copper dishes and vessels (total weight 300 coins) of exceptional craftsmanship which are worth 175 gold pieces. (If the party opts destroy the evil writings, they should receive an additional 600 experience points for the act, unless they are themselves evil, in which case they should receive points for keeping and reading these works.) If hard pressed, these evil clerics will attempt to flee and warn their master by striking the great bell (58.). HALL OF UNDEAD WARRIORS: There are four files of the undead here, two of 10 skeletons each, two of 10 zombies each. The former face south, the latter north. 20 skeletons: AC 6 (due to chain mail rags and shields), HD I, hp 3 each, #AT I, D 1-6, Save F I, ML 12, turned as if they were zombies. 20 zombies: AC 5 (due to chain mail), HD 2, hp 8 each, #AT 1, D 1-8, Save F 1, ML 12, turned as ghouls. Upon striking of the great iron bell at 58., below, the skeletons will issue forth from the south door of the place and march into the temple (58.) to line the south wall, while the zombies plod out the north exit to line the north wall of the temple. If intruders enter room 57., are in the passage to the temple, or are within the temple itself, these undead warriors will attack. Proper garments and amulets will prevent attack unless the head cleric commands the undead to do so. They have no treasure. TEMPLE OF EVIL CHAOS: This huge area has an arched ceiling some 30’ or more in height. The floor is of polished black stone which has swirling patterns of red veins through it. The walls behind the draperies, and the ceiling as well, are of dull black rock, while the west wall is of translucent red stone which is seemingly one piece, polished to mirror-like smoothness. A great bell of black iron stands near the entrance point, with a pair of mallets beside its supports. To the south are several long benches or pews. There are three stone altars to the west, the northernmost of pure black, the middle one of streaked red and black, the last of red with black flecks. At the western end of the temple area is a dais of black stone, with four lesser chairs on its lower tier and a great throne above. The chairs are of bone; the ivory throne is set with gold and adorned with gems of red and black (10 black stones each worth 100 gold pieces, 10 red stones each worth 500 gold pieces, and one large red stone worth 1,000 g.p.). The signs and sigils* upon these seats are of pure chaos and evil. The other walls are covered by draperies of deep purple with embroidered symbols and evil sayings, done in scarlet and gold and black thread. As soon as the party enters the place, black candles in eight great candelabras on either side of the place will come alight magically, shooting forth a disgusting red radiance. Shapeless forms of purple, yellow and green will dance and sway on the western wall, and if anyone looks at them for more than a moment, they must save versus Spells or be mesmerized into chanting a hymn to chaotic evil. Should three or more voices be so raised, the iron bell will sound automatically by magic, but even one such chant will alert the guards of the head cleric (see below). Zombie guards will enter here in 3 rounds after entry, even if the party is quiet. THE CHAMBERS OF THE EVIL PRIEST: Location 59.g is the anteroom where special visitors are entertained by the chief cleric. There are lavish furnishings here, although 2 2
none are of particular value except for a golden flagon and cups (flagon worth 500 g.p., each of the nine cups has 100 g.p. value). Three zombies are on guard here. (AC 2 due to plate mail and shield, HD 2, hp 13 each, #AT 1, D 1-8, Save F 1, ML 12.) They stand unmoving unless they are summoned by a chant from the temple area, someone enters their area, or they are commanded by the evil priest. Location 59. is the private chamber of the evil priest. He is 3rd level, wears plate mail + 1, has a shield + 1, and wears an amulet of protection from good, which adds a further +1 to his armor class when attacked by “good” creatures. (AC 0 or -1 due to magic armor and amulet, C 3, hp 14, #AT I, D 2-7 (staff) or 1-6 (mace), ML 10). He attacks with a snake staff, which is + 1 to hit. On command the staff will turn into a snake and coil around the person hit. The person is held helpless for 1d4 turns, or until the cleric recalls the staff. The staff then crawls back to the cleric on command. He also has a normal mace hanging from his belt. He has a gold ring with a black gem (value 1,400 gold pieces) and a purse with 51 platinum pieces in it. He wears a black cape and cowl, with red robes beneath. His spells are: cause light wounds (inflicts 2-7 points of damage) and cause fear. The priest must touch someone, strike to hit, for the spells to take affect. He also has a scroll with three cleric spells on it: detect magic, hold person, silence, 15’ radius. He has a potion-of gaseous form which he will use to escape through the boulder-filled corridor, 51., when all else fails. 60.GUEST CHAMBER: This lower room is for important guests of the place. It contains a large bed, table, chairs, etc. There is nothing of value within, although the tapestries adorning the walls (things picturing evil cruelties and obscene rites) appear expensive. Beneath a velvet cloth on the table is a polished mirror. His room is furnished lavishly, with a red carpet, furniture of black wood with velvet upholstery of scarlet, and a large bed covered with silken covers of black and red cushions and pillows. A demon idol leers from the wall to the north, directly over the bed. If anyone other than the priest touches it it will topple over upon the person, causing 2-12 points of damage. It has Iwo gem eyes (100 g.p. value each). The evil priest will dart behind a screen in the southeast corner, enter a wardrobe there, slip through a secret door in its back, and then down a short passage and out into the corridor through another secret door, should his life be in danger. When the secret door in the back of the wardrobe is opened by the party, 500 gold pieces and 50 gems of 10 gold piece value each will spill from the wardrobe into the room to hopefully cause pursuers to stop for the loot. The priest will meanwhile either try t o rally his forces, or else escape (assuming that most of his fellows have been eliminated already). 61. TORTURE CHAMBER: There are various implements of torture here, both large and small - a rack, iron maiden, tongs, pincers, whips, etc. Comfortable chairs are scattered along the walls, evidently so placed to allow visitors an enjoyable view of the proceedings. The torturer lives in the forepart of the place, and he will attack unauthorized persons who enter. He is a third level fighter with chain mail under his black leather garments. His weapon is a huge battle axe. Torturer: AC 5, F 3, hp 19, #AT I, D 3-8 (1d6+2 due to Strength), ML 8. Hidden in his mattress are 135 gold pieces and a bracelet worth 700 gold pieces. 62. THE CRYPT: The door to this room is bolted shut. This long hall is of roughly hewn stone, with a low ceiling. In it are many coffins and large sarcophagi with the remains of servants of the Temple of Chaos. The sixth tomb opened will contain a wight: (AC 5, HD 3*, hp 13, #AT I, D drain one level, MV (30’), Save F 2, ML 12). There is no treasure buried with any of the remains, but there is a secret compartment in the wight’s tomb; this contains a sword +2. a scroll of protection from undead, a helm of alianment change, and a silver dagger worth 800 gold pieces because of the gems set into its pommel*. 63. 64. STORAGE CHAMBER: There are many piles of boxes, crates, barrels, sacks, and so forth here - the supplies of the temple are kept here. There is nothing of value, and if the party stays within the place for longer than 3 rounds, a gelatinous cube will move down the corridor into the place and block it. (AC 8, HD 4*, hp 22, #AT I, D 2-8 plus paralyzation, MV (20’), Save F 2, ML 12.) Inside the creature are d12 each of copper, silver, electrum, gold, and platinum pieces, as well as several bones - evidently parts of a victim not yet wholly digested. (One of the “bones” is actually a wand of enemy detection with 9 charges left. If it is not gotten out of the monster within 1 turn, it will be ruined by digestive juices.) The secret door in the room leads to the gnoll chieftain’s cave (50., above). CELL: The door is of iron, locked and barred, but a window is set in the door. This is the place where prisoners are kept until tortured to death or sacrificed in the area above. There are several skeletons still chained to the wall, and one scantily clad female - a fair maiden obviously in need of rescuing! As she is partly around a corner, at first only her shapely legs and body up to the shoulders can be seen. Those who enter and approach closer are in for a rude shock! This is actually a medusa recently taken by the evil priest’s zombie guards. (AC 8, HD 4**, hp 20, #AT 1, D l-6 plus poison, MV (30’), Save F 4, ML 8.) An opponent hit by the medusa’s attack has been bitten by the asp-hair and must save vs. Poison or die. Persons looking at the creature - including those fighting her from the front - must save versus being Turned to Stone by the medusa. Not being above such things, the cleric had plans for removing its snakes, blinding it, and then eventually sacrificing it at a special rite to a demon. The medusa will spare one or two of the adventurers from her gaze, promising them she has magic which will turn their companions back to flesh again, if they will free her from her chains. She does, in fact, have a special elixir*, a potion of stone to flesh in a small vial, enough liquid to turn six persons, who have been turned to stone, back to normal, but she does not intend to give it away. If freed she will attempt to “stone” her rescuers. CREDITS: Designed and written by: Gary Gygax Revised by: Dave Cook, Harold Johnson, Jon Pickens, Michael Price, Evan Robinson, Lawrence Schick, Stephen D. Sullivan Editing: Mike Carr, David Cook, Harold Johnson, Jeff R. Leason, Frank Mentzer, Tom Moldvay, Lawrence Schick, Edward G. Sollers, Stephen D. Sullivan, Jean Wells Art: David S. LaForce, Erol Otus, Jim Roslof 23
NON-PLAYER CHARACTERS (NPCs) Whenever the players encounter a person, it is helpful to have the characteristics of that person at ready. Before play, roll the Strength, Intelligence, etc. for each NPC. Make the adjustments as permitted in the D&D BASIC SET, select a personality, and equip the character (if details are not already given). The tables below will help get you started. You may select from the list of personalities or roll (d20) at random, giving one or two types to each NPC. Use common sense - a character can’t be rude and courteous, for example. Feel free to add to this list; it gives just a few examples for you to begin with. PERSONALITIES I. Brave II. Kind 2. Careless 12. Lazy 3. Cautious 13. Modest 4. Cheerful 14. Nosy 5. Courteous 15. Prankish 6. Dishonest 16. Rude 7. Forgiving 17. Suspicious 8. Friendly 18. Talkative 9. Helpful 19. Trusting 10. Honest 20. Wasteful For your convenience, you may key the characteristics listed below to the persons mentioned in the module. For instance, a note after the Taverner "c#4” would indicate that when the players meet him, the DM is to use the characteristics of #4 (below) to represent him. Remember to make as many listings as you need! The class designations (Ftr, etc.) do not apply to normal men, of course, and may be ignored when used to represent normal men. HUMANS Class 1. Ftr 2. Ftr 3. Ftr 4. Ftr 5. Ftr 6. Ftr 7. Ftr 8. Thf 9. Thf 10. Thf II. Cl 12. Cl 13. Cl 14. M-U Str Int Wis 14 13 7 16 10 9 1 7 8 1 3 1 5 8 I I 18 10 7 1 4 8 1 0 13 10 6 I I 1 2 8 1 4 6 I I 8 9 1 1 I I 10 14 1 3 7 1 5 7 I I 1 7 10 17 12 Dex Con Cha I I 12 14 9 I I 1 5 1 0 15 12 1 4 1 6 6 I I 1 3 9 13 17 I I 1 0 14 17 1 4 I I 7 1 6 1 2 1 0 1 7 8 1 6 8 1 3 9 1 1 1 0 1 0 9 1 6 8 6 9 I I Personality Cheerful, honest Talkative, careless Brave, forgiving Honest, wasteful Kind, trusting Helpful, forgiving Kind, dishonest Prankish, rude Nosy, suspicious Modest, careless Lazy, trusting Friendly, wasteful Courteous, helpful Cautious, modest DEMI-HUMANS Class Str Int Wis 15. Elf 16 14 7 16. Elf 14 15 10 Dex Con Cha 9 13 10 17 14 5 Personality Suspicious, dishonest Cautious, rude 17. Hflg 18. Hflg 17 12 8 14 10 9 Courteous, nosy 15 10 II II II 7 Prankish, friendly 19. Dwarf 18 8 9 12 9 13 Brave, talkative 20. Dwarf 16 9 15 8 17 11 Cheerful, lazy DESIGNING FLOOR PLANS Once you have become familiar with the KEEP - who its residents are, where the main buildings are located, and so forth - it will be helpful to have details about the layout and contents of certain places. Players can easily ‘see’ an area they are visiting if you have prepared a floor plan. The Guild House (#16) will be used as an example of this procedure. On the map of the KEEP, the Guild House is shown to be an ‘L’ shape about 40’ long. Draw a large version of it on a piece of graph paper (the kind with 1/4" squares usually works best). Leave room for a key (noting what symbols are being used) and index the sheet for easy reference. The outer walls should have the same dimensions as the building’s outline. Note the scale (what map length represents what real length) at the bottom of the key. In the example given, 1/4" equals two feet of ‘real’ length. Since the walls in a normal building are from six inches to one foot thick, they may be represented by single lines; an outer wall should be indicated by thicker lines. Now look closely at the description of the building in the text. The lower floor contains the Guild Master’s quarters, two clerks’ quarters, and an office. Give equal spaces to the clerks, more to the Guild Master, and the most to the office (as it represents the main purpose of the building). The rooms may be in whatever order you like; just remember that the outer door shown on the map probably opens into the office, not into a private bedroom. Most doors are 3 to 5 feet wide. Be sure to include steps down to the cellar and up to the rooms on the second floor. Add some windows to help provide light. Try and think of what items would be in a sparsely furnished office in the KEEP (probably chairs, tables, desks, a lockbox or chest, and a cabinet or two). Consider how necessities would be provided: heat (fireplaces), water (barrels), and food (a kitchen in the cellar). The fireplaces should be located first - chimneys go straight up, and must be placed in the same area on each floor. Most buildings have one or two chimneys. Remember to heat each room, if possible! Add other furnishings wherever you wish, including any information provided in the text. The completed office in this example has the Master’s desk along the west wall under a window, flanked by records cabinets. The clerks’ desks and collection table are just inside a railing, which keep visitors from wandering into the work area. Waiting chairs are placed for the Guild members’ convenience. A secret door in the fireplace leads to the Master’s bedroom - a quick escape route in case of trouble. The locked chest is for money received in Guild dues, but is usually empty due to a clever ‘drop’ system. It is triggered by a lever under the Master’s desk, which dumps the chest’s contents down a short chute into a cellar storage room! (You may add whatever tricks and traps you wish.) Arrange the bedroom furnishings (table, chairs, bed, armoire, etc.) in a similar manner. On the second floor (divided into private bedrooms and dormitory, according 2 4
to the text) build the rooms off of the stairs, hallways, and fireplaces. It’s easy! Now you design the cellar, remembering a few key facts: 1. The stairs and chimneys must connect properly to the first floor. 2. Two servants live in the cellar, but not as richly as the clerks or the Guild Master. 3. A heavily barred, locked room must be under the office to receive the Guild fees from the chute. 4. A kitchen must be located by one of the fireplaces. You won’t have to worry about windows or outside doors - but you might wish to include a secret entrance to a longforgotten dungeon (which, of course, you must design and stock with monsters and treasure)! Adding the details to a house, church, or other structure can take a lot of time, but it’s not as hard as you might think. Before playing the module, lay out as many buildings of the KEEP as you can. The most commonly used buildings will be the TRAVELERS’ INN (14.), the TAVERN (15), the GUILD HOUSE (16.1, and the CHAPEL (17.). You may add just a few simple furnishings to each if you wish, leaving the many smaller details for later. By designing floor plans, you can experiment with many of your own ideas before starting a major project - like the CAVES OF THE UNKNOWN. TIPS TO THE PLAYERS It often helps for beginning players to have advice on how to play D&D. Many points are overlooked by novices in their eagerness to get on with the adventure, The following points are given to help these players. Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the DM with this information quickly and accurately if asked. As parties will usually involve a variety of alignments and classes, players should work together to use their abilities effectively. Arguing among players will cause delays, attract monsters, and often result in the deaths of some or all of the members. Cooperation should also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, and accept whatever the DM decides. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it. Planning is another important part of play. Players should be well equipped, comparing each member’s list and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells. Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost. Above all a player must think. The game is designed to challenge the minds and imaginations of the players. 25 Those who tackle problems and use their abilities, wits, and new ideas will succeed more often than fail. The challenge of thinking is a great deal of the fun of the game. GLOSSARY amulet - A charm inscribed with a magic symbol. armoire - A large trunk or closet where clothes are kept bailey - The outer wall of a castle, or an area within such a wall. battlement - A parapet with open spaces atop a wall, used for defense or decoration. brazier - A pan for holding hot coals, usually on a tripod Castellan - A governor or warden of a castle or fort cistern - A reservoir for storing Iiquids, especially water contour line - A line connecting points having the same elevation on a map. cowl - The hood on a cloak. decanter - A vessel used to pour or store liquids; usually used for wines and other liquids containing sediment. elixir - A sweet liquid, or a cure-all. fen - Low land which is covered, wholly or partially, by water; a swamp. flagon - A large vessel or bottle of metal or porcelain. usually with a lid. hilt - The handle of a sword or dagger. labyrinth - A confusing maze, usually of tunnels underground. lackey - A servant, usually very low in class man-at-arms - A soldier of the most common type melee - Hand-to-hand combat between groups of characters and monsters. mercenary - A soldier who fights for wages rather than sworn loyalty. murder holes - Slits cut into a ceiling so that victims passing below may be attacked from above. NPC - A non-playing character, controlled by the Dungeon Master rather than one of the players pallet - A straw-filled mattress or small, hard bed parapet - A wall or elevation of earth or stone to protect soldiers. pole arm - A large, heavy weapon on a long pole. There are many types, all of which are considered equal for D&D BASIC SET combat. pommel - The knob on the hilt of a sword or dagger portcullis - An iron grate hung over a gateway and lowered between grooves to prevent passage. pot boy - A young servant or slave who works in a tavern or inn. retainer - Special NPC followers of player characters, who travel on adventures for a share of any treasure found. sarcophagus - A stone coffin (Plural - sarcophagi.) scenario - An outline of a possible course of events. score - 20 items, scullion - A kitchen helper, usually very low in class tun - A measure of wine: 252 gallons, or 8 barrels. vellum - A very strong cream-colored paper.
DRAW YOUR OWN FLOOR PLAN
ADDITIONAL NON-PLAYER CHARACTERS Use this sheet to list persons in the KEEP or in the CAVES OF CHAOS. Profession could be Fighter, Innkeeper, and so forth. Special refers to spells, valuables, and other details you may wish to include. Location should be noted by building or cave number. Class/ Name Profession Level AC hp Str Int Wis Dex Con Cha Personality Special Place 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 1 2 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 28
This item is only one of the many popular playing aids for DUNGEONS & DRAGONS® Fantasy Adventure Game produced by TSR Hobbies, Inc. Other playing aids currently available for use with the D&D® game system include: Dungeon Module B1 (In Search of the Unknown) Dungeon Module B2 (The Keep on the Borderlands) Dungeon Module X1 (The Isle of Dread) Monster and Treasure Assortment, Set One to Three: Levels One through Nine (makes the job of stocking dungeon levels easy) Dungeon Geomorphs (allows the DM to create thousands of different dungeon levels by arraigning them in different combinations) D&D Player Character Record Sheets (allows players to record all important information about their characters in an easy-to-use format) Other releases of additional items relating to D&D® Adventure Games are planned for the future. TSR Hobbies publishes a complete line of fantasy and science fiction games and rules which are available from better hobby, game, and department stores nationwide. If you desire a complete catalog, write to: TSR Hobbies, Inc., POB 756, Lake Geneva, WI 53147 ISBN 0-935696-47-4
L3 This module has lain unseen and forgotten in the TSR design vault for twenty years. Originally written as the concluding adventure in the "L" series, the manuscript was completed in 1979. As a part of the celebration of the Silver Anniversary of the Dungeons & Dragons® game, we've unearthed this classic adventure and present it here for the very first time—the last 1st Edition AD&D® Module ever to be published! Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. Somewhere deep below the surface lies the heart of darkness—a corrupting evil that must be stopped before its influence can spread! If you find this module intriguing, look for the TSR logo on future publications from THE GAME WIZARDS! ADVANCED DUNGEONS & DRAGONS®, ADVANCED D&D®, and AD&D® are trademarks owned by TSR, Inc. All Rights Reserved © 1979, 1999, Wizards of the Coast, Inc. All Rights Reserved. PRINTED IN U.S.A. Wizards of the Coast POB 707 Renton, WA 98057-0707 9844 Dungeon Module L3 Deep Dwarven Delve by Len Lakofka AN ADVENTURE FOR CHARACTER LEVELS 3-6
The first GEN CON® convention was a tremendous success. Almost 100 people had shown up for the Saturday convention sponsored by the International Federation of Wargaming, E. Gary Gygax, Vice President. We had prepared the Horticulture Hall the Friday before, setting up the tables and game areas—although we had no vendors that first year. Avalon Hill and Strategy & Tactics board games dominated the convention. People also played Diplomacy and a few miniatures games, the Napoleonics games having the largest displays. On the following Sunday, we took the morning to clean up the hall. Afterward, we were invited to play a set of medieval miniatures rules that Gary was working on. He had quite a large collection of 40mm Elastolin figures and we used them to playtest the rules. Believe it or not, this was the inception of the Dungeons & Dragons game. Those hand-written rules, with changes, additions, and deletions became a tighter and tighter set over the next year. Gary got Don Lowry to produce the book that he called the Chainmail rules. It was a 60-or-so-page booklet with an ugly yellow cover. In the rear of the book was the tail that ended up wagging the dog: the 'Fantasy Supplement' section. The most important fantasy novel of the day was J. R. R. Tolkien's Lord of the Rings. Gary had taken a few of the creatures from that work (Balrog, Hobbits, Ents, etc., as well as races of beings: Dwarves, Elves, and Orcs) and made the 'Fantasy Supplement.' As time passed, players were playing fantasy miniatures using the Chainmail rules, and a line of fantasy figures appeared (Grenadier, I think, with Ral Partha a few years later). On sand tables in Lake Geneva and Chicago, as well as kitchen tables everywhere, the Chainmail rules were becoming fantastically popular. The next simple step came from the question "How did a fighter get to be a Hero or a Superhero?" This caused the concept of levels and training as well as sliding saving throws based on level. From there, it was a year or two until the Dungeons & Dragons game came out in a humble boxed set. It was the germ of an idea that spread like wildfire on both high school and college campuses all over the US. I had been at the first GEN CON convention (in fact, I ran the GEN CON II convention the following year). I got to play on Gary's sand table and was at a few of the initial playtests. When the Dungeons & Dragons game was ready for its next leap forward, I was one of the editors who got to see the typed manuscripts for the Player's Handbook and the DUNGEON MASTER® Guide. I got to write a bunch of spells and add a few pages here and there in both books—with Gary always being the final arbitrator, of course. I wrote some short articles for DRAGON® Magazine before my regular column, called "Leomund's Tiny Hut," which ran almost monthly for four or five years. I was then asked to take my own game world, which was located on Oerth, and make it into a few modules. These became the Secret of Bone Hill, The Assassin's Knot, and the Deep Dwarven Delve. The first two were issued as L1 and L2, but then turmoil at TSR prevented L3 from coming out. It sat in the TSR archives for these twenty years! Finally someone found it and decided to organize it for publication. What you see in front of you is that organized work; more than what was submitted twenty years ago, but not fully up to today's AD&D® standard. We decided that depth and clarification were what was needed, as opposed to changing the backbone of the material altogether. So, from the crypts of TSR, is DEEP DWARVEN DELVE! — Len Lakofka 2
Advanced Dungeons & Dragons® L3: DEEP DWARVEN DELVE BACKGROUND Something must be done! For months, marauding humanoids have been attacking the small towns of Restenford and Lake Farmin. Normally, these raids take the form of quick strikes to steal livestock or to burn outlying farm buildings. The most recent engagement was much more serious. Three days ago, a group of well organized and equipped orcs, bugbears, and ogres descended on Restenford and engaged in a pitched battle with the local militia. Several soldiers were killed, and more than a dozen were wounded. In the fighting, the town hall was put to the torch. The townsfolk watched in horror as the structure burned, presumably killing everyone inside. The humanoids were driven off just before dawn. One member of the militia, a ranger, tracked the humanoids back to their lair. Unfortunately, the creatures spotted the ranger hiding in the scrub and fired at her with their crossbows. Despite severe injuries, she eluded her pursuers and managed to return to Lake Farmin with directions to the raider's stronghold. Now she lies unconscious and near death, tended by the local healers. The call for help has gone out to the surrounding lands. Your party made all haste to reach the Restenford region and is first to the scene of the disaster. Now, you have been called into a meeting of the combined councils of both towns to answer their plea for aid. Somewhere in the dark wilderness nearby lurks a great threat to the peace of this region, and you are here to ensure that threat is dealt with quickly! NOTES FOR THE DM All is far from well in the lands around Lake Farmin and Restenford. Events long forgotten have taken center stage in a drama of great peril for the entire region. More than two hundred years ago, dwarven miners secretly constructed an underground Delve to extract the rare metal mithril from a rich vein close to the two towns. Unwilling to share the rewards of their labor, the dwarves concealed their presence from the nearby communities. Then something went terribly wrong deep in the mine, though no one—not even the dwarven clan that sponsored the dig—knows what transpired beneath the earth. When contact was lost with the mine, the dwarves sent an armed party to investigate. The group was lead by Khorliss Foesmiter, a powerful fighter who was at the time a living legend among his kin, best known for his fantastic magical sword and his exploits in fighting the drow. Neither Foesmiter nor any of his party ever returned. Unwilling to risk further losses or a chance of detection by the residents of Restenford and Lake Farmin, the dwarves decided to abandon the mine and destroy all records of its existence. THE MISTS OF TIME... As the dwarves carved ever deeper shafts following the vein of mithril, they broke through into a hidden chamber, one created far below the surface when the world was young. The shrine was dedicated to a powerful force of pure evil, the arch-devil Baalzebul. The arch-devil was cunningly twisted the allegiance of some of the miners who found his long-lost fane. Those under his influence concealed the breakthrough into Baalzebul's shrine and began an insidious campaign to take control of the mining complex from within. The most powerful agent of Baalzebul was a cleric who was dissatisfied with his standing in the dwarven community and who sought to increase his power. With Baalzebul's aid, this dwarf, Frelpic, constructed a powerful iron golem, supposedly to assist in the mining. Once the construct was fully animated, Baalzebul sent an evil spirit to possess the golem. In one long, bloody night, the entire dwarven force was murdered. Frelpic alone was allowed to live. However, the cleric was driven insane by his contact with the arch-devil and the role he played in the murder of his comrades. When Khorliss Foesmiter investigated the Delve, the villains overcame him and his comrades. Following this encounter, Frelpic, the iron golem, two summoned devils loyal to Baalzebul, and a spirit naga residing in the Delve ensured that Baalzebul would have time to work his fell plans without further danger of discovery. Given no other orders by the wicked Baalzebul, Frelpic animated the corpses of many of his former companions and returned to the work of mining the mithril ore. Meanwhile, Baalzebul continued to expand his malign influence, using the chamber consecrated to him as a focus for his efforts. Although it has taken nearly twenty decades, the arch-devil's persistent call has finally attracted a suitable army of mortal followers: the humanoid forces that now control the upper level of the Delve. From this protected position, Baalzebul hopes to expand his sphere of control across the entire region—a disaster of unmitigated proportions for all life nearby. 3
PREPARING TO PLAY The Deep Dwarven Delve can be played as two linked adventures; first as a humanoid stronghold (Level One), and second as a hidden treasure store and place of great evil (Levels Two and Three). The PCs are the first outsiders to visit the Delve since the arch-devil's takeover. If they can successfully destroy the monstrous creatures that now inhabit the Delve and demolish Baalzebul's shrine, they will earn the gratitude (and rewards) justly due such heroes! The joint council of the two towns make whatever reasonable offer is necessary to induce the heroes to undertake this mission. They provide the directions to the Delve, as well as any type of standard gear the adventurers require at the prices listed in the PLAYER'S HANDBOOK. They have no magical items, potions, or scrolls, and the local clerics are busy tending to the wounds of the townsfolk. Thus, the PCs must be responsible for their own healing. The council can offer a reward of 100 gp per slain humanoid as a bounty (the severed heads must be provided as proof), and they estimate at least twenty creatures lurk within the hideout. If the PCs require further inducement, one or both of the following conditions may be implemented at the DM's discretion: 1. The raiders stole a holy relic during their attack. The healers require this item to receive the spells necessary to tend to the wounded. Without it, many more might die. (The relic, a gold chalice, is worth 200 gp and is found in area 7 if introduced.) It has the ability to give any cleric who uses it as a normal part of religious services the ability to cast two additional cure light wounds spells each day.) Returning the chalice earns each hero 500 experience points. 2. After searching through the burned ruins of the town hall, it became clear that the mayor of Restenford did not perish in the conflagration. Obviously, he was taken by the raiders and is being held captive in their stronghold. Who knows what vile tortures the humanoids are even now using on the popular mayor? If introduced, the mayor is found badly wounded (1 hit point remaining and unconscious) in area 6. If he is returned to the town safely, the PCs earn 500 experience points each, and the mayor arranges for them to receive free room and board for life whenever they visit Restenford. The players should be prepared to spend more than one game session penetrating the Delve. The group should include six to ten characters; the highest-level character should be 6th level and the lowest 3rd level. A group that encompasses all the major classes and races has the best chance of success. Here is a suggested PC party composition: Two to four fighters, perhaps one ranger of levels 3-5, with possibly one of level 6. A dwarf or gnome should be included. They should each have at least one magical item, either a weapon, suit of armor, or shield with a maximum bonus of +2. Miscellaneous magic, if any, should be minor or defensive: A bag of holding, boots of speed, a luckstone, a potion of healing, or an arrow of direction would be good choices. One or two thieves of levels 4-5. One should be a dwarf or gnome. Again only minor magical items and a maximum magical weapon bonus of +2. Perhaps bracers of defense AC 4, 5 or 6, a ring of protection +1, or a potion of gaseous form. One or two clerics, and perhaps a druid, of levels 3-5. They should have one magical weapon per character (but no maces of disruption) and perhaps a suit of chain mail +1 or a shield +1. They might also have 3-4 vials of holy water, a scroll of neutralize poison, or a potion of extrahealing. One or two magic-users (preferably not an illusionist) of levels 3 or 4, or possibly one of level 5. The magic-users might have a single protection item each, a magical dagger (maximum bonus of +2), a wand of magic detection with 2-5 charges, or a single attack wand (such as a wand of fire, frost, lightning, or paralyzation, but not polymorphing) with about 3 charges. The average level of the party should be 4 at most, with no more than 45 total levels. (About 35 total levels is recommended.) Before the party attempts to tackle the lower Delve, they should take time for rest, healing, and recovery of spells. The safest place for this respite is just inside the secret door to the second level of the Delve (in area 4). Parties intent on immediately plundering the lower Delve should receive hints that it would be a better course to wait until they are nearly or completely restored to full abilities. RUNNING THE DELVE Your objective, as Dungeon Master, is to give the PCs just enough of a challenge to keep them off balance, low on spells, and in need of healing 4
while they are in the Delve. The forces in the upper level react violently to any penetration of the stronghold. Whenever necessary, they regroup, fall back, and use the advantages provided by their knowledge of the complex. The area descriptions indicate where each monster is normally found when the Delve is not being attacked. Thus, for the PCs to encounter the creatures in their listed areas, they must have penetrated the complex in secret and avoided alerting any guards. If the complex is alerted, feel free to organize the creatures into strike teams and locate them as you see fit. Do your best to have the opposing creatures fight in an intelligent and aggressive manner. The defending creatures should make full use of ranged attacks to disrupt spellcasters and inflict damage from a distance. When they are clearly outnumbered or overwhelmed, the monsters should fall back to regroup. Where possible, have them attack from more than one direction at once, using the interconnecting hallways and secret doors to their advantage. Unless totally destroyed, the troll (area 3) regenerates and is ready to attack the PCs whenever they return to the upper level. Enthar the magic-user is the only one in the upper level who is permitted to enter the lower levels. If hard pressed, he retreats to the lower levels to marshal reinforcements from the zombies so he is ready to meet the PCs when they descend into the complex. Also, if an attack is known to be in progress, Enthar casts his enlarge and invisibility spells on an ogre, bugbear, orc leader, or the troll. Enthar also uses clairvoyance (if he has memorized the spell) to scout out the entire complex and locate intruders to better organize his defense. Once he is sure that the lower levels have been infiltrated, he goes to area 8, takes the three magical weapons there, and issues them to three humanoids of his choice—preferring the ogres and bugbears. The influence of Baalzebul does not extend to the top level, and neither of the summoned devils who lurk below can manifest beyond the confines of Level Two or Three—unless the heroes possess any of the gems carried by the devils and Frelpic. Dispel magic or remove curse must be cast on the gems, or else the devils can use them as a link to their home plane and gate to the location of any gem at any time. Assuming the PCs leave the Delve for rest and recuperation, Frelpic casts animate dead on any PCs who died in the Delve, adding them to his force of zombies. Any other living creatures (including the humanoids on the first level) killed by the PCs are similarly animated unless their bodies are destroyed. Enthar sends the corpses on Level One through the teleporter (area 8) and alerts Frelpic that they are available. If Enthar is dead or incapacitated, Frelpic makes a quick sweep through the upper complex in person and directs the movement of the bodies. If all the humanoids have been wiped out, Frelpic retreats to the lower levels and awaits further activity. Warning: Area 38 has the potential to wipe out an incautious party teleporting in from area 8. The iron golem and the teleporter can be avoided by using the secret door in area 4 to penetrate the second level of the Delve. Once the PCs have retrieved the magical long sword Zalco from area 11, careful preparation and spell selection might give them a chance to defeat the iron golem. In any event, you can use the iron golem as an "equalizer" if the PCs start to overwhelm the Delve's defenders. Have the golem emerge from its chamber and seek out the party—an unpleasant surprise for a group that is feeling just a little too confident. Special note: When the collapse begins (see area 39), the blockage in the Delve in area 18 shifts sufficiently to allow fairly rapid passage through the obstructed area, even if the PCs didn't remove the obstruction themselves. Rosters The following lists provide statistics and details for the monsters located on each level. As the DM, you should carefully keep track of the attrition of these forces as the adventure continues. AC = armor class; HD = hit dice; hp = hit points; #AT = number of attacks; D = damage; SA = special attacks; SD= special defenses; AL = alignment. FIRST LEVEL ROSTER A. 2 bugbears B. 2 ogres C. 1 orc (commander) D. 8 orcs (entrance guard) E. 6 orcs (leaders) F. 30 orcs (normal) G. 12 orcs (raiding party) H. 1 troll NPCs: Enthar the Magician, 6th-level human magicuser (AC 2; hp 20; #AT 1; D by weapon type; AL LE; S 10, W 13, I 16, D 16, C 13, Ch 12). He wears boots of speed, bracers of defense AC 6, and a ring of protection +2; he carries a dagger +1. Memorized spells: enlarge, light, magic missile, protection from good; invisibility, web; fireball and 50% 5
chance for protection from normal missiles and 50% for clairvoyance. In a pouch, Enthar keeps four gems (worth 500 gp, 100 gp, 100 gp, and 50 gp respectively). On his left hand, Enthar wears a special ring with the symbol of Baalzebul that allows him to use the teleporter in area 8. He wears around his neck the key to area 7, and he knows the password for the doors in area 38 ("hoggle"). SECOND LEVEL ROSTER A. 10 dwarven skeletons B. 1 spirit naga C. 1 wraith THIRD LEVEL ROSTER (Feel free to select which dwarven zombies the PCs encounter. Keep track of those destroyed so the PCs do not need to face them again.) A. 3 black puddings B. 11 dwarven zombie fighters C. 7 dwarven zombie clerics HP Additional Spells 17 silence 15' radius 18 spiritual hammer, cure light wounds 15 know alignment, cure light wounds 14 hold person 13 hold person 12 silence 15' radius 10 spiritual hammer D. 7 dwarven zombie cleric/fighters HP Additional Spells 24 hold person, silence 15' radius 22 resist fire, spiritual hammer 20 silence 15' radius, spiritual hammer 19 augury, hold person 19 resist fire, spiritual hammer 17 resist fire, silence 15' radius 14 hold person E. 1 iron golem F. 1 otyugh NPCs: Vezenor, barbed devil (AC 0; HD 8; hp 36; #AT 3; D 2-8/2-8/3-12; SA spells— animate dead, cause fear on successful hit, charm person, suggestion, illusion, pyrotechnics, hold person, produce flame, summon another barbed devil (30% chance of success); SD 35% magic resistance; suffers half damage from cold or gas attacks; suffers no damage from fire attacks, normal or magical; AL LE). Vezenor attempts to gate another barbed devil if he falls below 18 hit points. He teleports back to the hell if he falls below 9 hit points. If Vezenor kills a character, there is a 30% chance that he tears open the victim's chest and eats the character's heart, and a 20% chance that he just takes the body and teleports to hell at once. The other 50% of the time he fights on. This devil is quite smart and coordinates his spells well. Play him very aggressively. His purpose is to kill, and there will be no bargaining unless he has complete control of the situation. If forced to teleport to hell without a body, the pouch containing the gems he carries falls to the floor when he vanishes. He carries 15 gems worth 500 gp each. In thirteen days, when Vezenor returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. The 6
gems are the focus of his gate ability back to this plane. If a remove curse or dispel magic is cast on the gems, they no longer draw his attention or gate him back to the Prime Material Plane. Skirpus, bone devil (AC -1; HD 9; hp 40; #AT 1; D 3-12 (any creature hit with the bone hook has a 50% chance of being caught on a barb, and the devil then strikes with its tail for 2-8 more points, plus a loss of 1-4 Strength points for 10 rounds unless victim saves vs. poison); SA spells—generate fear 5' radius, create illusion, fly, turn invisible, detect invisible, cause fear by touch, wall of ice once/day, charm person, suggestion, or summon another bone devil (40% chance of success); SD 40% magic resistance; suffers half damage from cold or gas attacks; suffers no damage from fire attacks; AL LE). When Skirpus falls to 15 or fewer hit points, he attempts to gate another devil. If he falls below 10 hit points, he teleports back to hell in the next melee round. If he kills a character, he is 40% likely to tear the heart from the body and eat it, 30% likely to take the body to hell by teleportation, and 30% likely to fight remaining opponents. He carries a necklace of 20 gems, each worth 1,000 gp. If he does teleport to hell without a body, it is 75% likely that the necklace breaks and falls to the floor. In thirteen days, when Skirpus returns to the Prime Material Plane, he seeks to recover the gems, one at a time if necessary. The gems are the focus of his gate ability back to this plane. If a remove curse or dispel magic spell is cast on the gems, they no longer draw the devil's attention nor gate him back to the Prime Material Plane. If the necklace is worn and the word "gate" is spoken, the wearer is immediately gated to the eighth layer of hell; the character can return via the necklace in 1 hour—if he or she lives that long. Frelpic, dwarven Patriarch of Baalzebul (AC -1; 8th-level cleric; hp 68; #AT 1; D by weapon; SA spells—cause fear by touch, command, darkness, light; hold person, know alignment, resist fire, silence; cause blindness, continual darkness, create food and water; poison by touch, sticks to snakes; AL LE; S 18, I 16, W 17, D 15, C 19, Ch 14). Frelpic wears chain mail +2 and a ring of protection +1 on the middle finger of his right hand. In his right hand he clutches a hammer +3, pulverizer. (See the APPENDIX for a full description of this magical item.) A shield +2 is strapped to his left arm, and he wears a ring on the third finger of his left hand. This ring summons Vezenor and/or Skirpus and may be used once per round; there is a 70% chance that it summons one or both of the devils. There is a 50% chance that the summoned devil is Vezenor, 30% for Skirpus, and 20% that both are summoned. If one is not available (having been killed or having teleported to hell), the other is summoned instead. The ring radiates both evil and magic, but identify spells indicate only that it is a ring of protection +1. Its ability to summon Vezenor and Skirpus functions whenever the word "summon" is spoken aloud by the wearer. However, the summoned devil is obligated to serve only a lawful evil ring-wearer. Frelpic carries 29 gems: ten worth 200 gp each, seven worth 500 gp each (these seven gems belong to the Dwarven helm of the Master Miner in area 18), six worth 700 gp each, five worth 1,000 gp each, and one worth 5,000 gp. ENCOUNTER AREAS External Locale The few small stands of trees on the hillsides consist of pines and yews. The hills have few bushes, and their rocky sides are worn by glaciation. The Delve resides beneath one of the many hills in the area. The Delve's hill is riddled with cleverly concealed ports for ventilation, none of which are large enough to admit a PC. The natural ventilation of the dwarven mines creates a fairly strong breeze flowing from these vents. Creatures in gaseous form cannot penetrate them but are instead blown away from the vents. Each vent includes several grates and grills to stop vermin and small animals from entering. Paths leading to and from the entrances of the Delve were carved by the original dwarves, as may be determined after close inspection of the area. The humanoid trails leading from the front gate (entrance A) are well hidden. At ground level, the trails can be found only by inspection and are not obvious to casual searchers. "A" MAIN ENTRANCE The main entrance is some 80 feet above ground level and cannot be seen from the base of the hill. It is cut into the mountainside with a flat rock outcropping in front of it that is roughly circular with a diameter of 60 feet. The entrance itself is rectangular, 30 feet wide and 20 feet high. It is perfectly cut from the surrounding stone. A dwarf or gnome is 95% likely to recognize the entrance as dwarven work. Day or night, the entrance is watched by 2-5 orc guards (AC 5; HD 1; hp 5 each; #AT 1; D by weapon; AL LE). Each orc wears ring mail and carries a shield, hand axe, light crossbow, and 1-20 gp. During the night, there's a 50% chance that 2-5 normal orcs are stationed in the tunnel leading to area 6. The orcs have no fire, but torches can be seen burning inside the tunnel leading into the 7
Delve. There are a total of six torches along the right side of the tunnel. One must be looking down the tunnel to be able to see and count the torches. About 100 feet inside the tunnel, next to a torch, is a large bronze gong. If the guards are attacked, one orc always heads toward the gong, sounding it the following round. "B" BACK DOOR The rear entrance is also 80 feet from ground level and cannot be seen from the base of the hill. This entrance is preceded by a 50'-diameter, flat rock outcropping. The entrance is rectangular, 10 feet wide and 15 feet high. As with the main entrance, dwarves and gnomes are 95% likely to note it as the work of dwarves. During the day, this entrance is guarded by 1-4 orc guards (AC 5; HD 1; hp 5 each; #AT 1; D by weapon; AL LE). Each orc wears ring mail and carries a shield, hand axe, light crossbow, and 1-20 gp. At night, there are 2-8 orc guards present. Torches can be seen burning inside the tunnel leading down into the Delve. There are four torches on the tunnel walls, alternating left and right. One must be looking down the tunnel to see and count torches. Approximately 75 feet inside the tunnel is an alarm horn hung on a peg. If attacked, one orc always heads toward the horn, blowing it the following round. During the day, the orc guard stays back in the area near the horn. Special Note: Neither entrance can be seen from a distance of 200 feet or more due to an ancient dwarven spell that makes it appear as if the hillside continues unbroken over the cave entrances. During daylight hours, characters have a 10% chance of noticing a slight shimmering effect, similar to heat distortion, in the affected area(s). LEVEL 1 (AREAS 1-8) 1. Guard Post Stationed here at all times are 2-12 normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE). Each orc wears ring mail and carries a hand axe, light crossbow, and 1-20 gp. There is a 50% chance that these orcs are accompanied by an orc leader (AC 6; HD 1 + 2; hp 10; #AT 1; D by weapon; AL LE) wearing ring mail and carrying a shield, spear, short sword, and 4-40 ep. There is also a 15% chance that they are joined by a bugbear (AC 4; HD 3 + 1; hp 17; #AT 1; D by weapon; AL CE) dressed in splint mail and carrying a club and 10-60 gp. If the horn has been sounded (see entrance B above), half of the orcs rush to the entrance. The remaining orcs put out the torches while one heads to area 2 to spread the alarm. This circular chamber is cut smoothly from the rock and has a domed ceiling with an apex of 30 feet. There are eight sconces with torches along the walls (four on each side) and a central bonfire. The walls of this chamber (like others on this level) are decorated with intricate bas-reliefs depicting scenes from dwarven legends. These have been defaced by the orcs. The chamber has no furniture, just rough blankets to sit on, a supply of wood in a large box, and ten crudely fashioned (unlit) torches. 2. Bugbear Barracks Six large, rough pallets occupy this room, along with a large wooden table and two long, high benches. A bonfire burns in the center of the room. Standing guard here at all times are 1-2 bugbears (AC 4; HD 3 + 1; hp 17; #AT 1; D by weapon; AL CE), each wearing splint mail and carrying a spear and 10-60 gp. There is a 20% chance that the bugbears are accompanied by 2-8 normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE), each dressed in ring mail and carrying a halberd and 1-20 ep. There is a 10% chance that they are joined by an orc leader (AC 6; HD 1 + 2; hp 10; #AT 1; D by weapon; AL LE) wearing ring mail and carrying a shield, spear, short sword, and 4-40 ep. If there are two bugbears present and one dies in this room, the other tries to escape farther into the Delve. The orcs help defend this room, but one always flees to area 5 for help. Inspection of the room reveals that four of the pallets have been stripped and ransacked. Hidden in the remaining (intact) pallets are a total of 3-36 gp. 3. Troll Lair The corridors leading to this chamber are lined with six sconces each, but only half of the torches are lit. In this room lives a single troll (AC 4; HD 6 + 6; hp 43; #AT 3; D 5-8/5-8/2-12; SD regenerates 3 hit points per round beginning three rounds after sustaining damage; body must be burned or dissolved in acid to destroy completely; AL CE). There is a 20% chance that the troll is joined by 2-8 raiding party orcs (AC 6; HD 1; hp 6 each; #AT 1; D by weapon; AL LE), each wearing ring mail and carrying a shield, footman's mace, light crossbow, and 2-24 ep. These orcs share the troll's living space. 8
9
The chamber is lit by three flickering torches and contains a large wooden table, three chairs, and three straw pallets. Two of the pallets have been ransacked, and the troll sleeps on the third. He is asleep only 20% of the time, however, and he is a light sleeper. Human and demi-human bones and offal are spread around the chamber. Smashed and broken weapons also litter the floor, as do torn armor and battered shields. Hidden in the intact pallet are 140 gp, 220 ep, and a gem worth 800 gp. 4. Ogre Lair The corridors leading from areas 2 and 5 are lined with six sconces apiece, but only one torch in each tunnel is lit. A smoky bonfire burns in the middle of the room. Residing here are two ogres (AC 5; HD 4 + 1; hp 27, 25; #AT 1; D 1-10; AL CE). Each ogre wears a belt pouch containing 10-100 gp. In addition to the ogres, there is a 30% chance that the magic-user Enthar is here. If so, there's a 60% chance that he is joined by 1-4 orc leaders (AC 6; HD 1 + 2; hp 10 each; #AT 1; D: by weapon; AL LE), each wearing ring mail and carrying a shield, spear, short sword, and 4-40 ep. Strewn about the room are six large pallets, four huge (ogre-sized) clubs, some cured skins (two are leopard skins worth 80 gp each), animal bones, broken weapons, and smashed armor. Two of the unused pallets are trapped with itching powder sprinkled through the layers of skins and blankets. The powder (unless a saving throw vs. poison is successfully made) reduces the Dexterity of those who touch it by 1-4 points for 3-18 hours. There are also 4-80 gp hidden in each trapped pallet. Set into the west wall is a secret door leading to a 10'-wide tunnel that descends to Level 2 (area 9). When a dwarf or gnome enters the room, the outline of the secret door appears, limned in glowing lines. Only a dwarf or gnome may open the secret door; the door may also be opened using a knock spell. If the secret mechanism is found and depressed, the door opens slowly but at a constant speed. Musty air and swirls of dust greet those who open it, but the mechanism makes absolutely no noise. Ancient dwarvish runes are scratched on the wall of the tunnel just beyond the secret door: Curse the darkness that lies below And all the horrors it hath spawned Foesmiter tried and Foesmiter died His foolish bravery has doomed us all Lying beneath these words is the desiccated skeleton of a dwarf. The skeleton is not animated, and it has no treasure. A pair of rusted iron rails leads downward from this location into the darkness. The rails are spaces roughly three feet apart. The passage slopes westward at a 25-degree angle. 5. Central Lair The passage from area 3 is lined with six sconces, but only three torches are lit. The passage from area 4 also contains six sconces, but only one torch is lit. Eight torch-filled sconces line the walls of this chamber, and all are lit save the one closest to the secret door in the northwest section of wall. If this sconce is pulled down, the door opens, revealing small, rough-hewn passages to areas 7 and 8. If the walls are inspected carefully, a dwarf has a 75% chance of noticing the new stonework around the secret door. The passage beyond and the chambers it leads to were carved out by the humanoids. This chamber is 330 feet in diameter with a 20'- diameter central pillar that supports a 60'-high domed ceiling. Typically encountered here are 13-28 (3d6 + 10) normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE) dressed in ring mail and carrying a halberd and 1-20 ep each. Also here are 2-8 raiding party orcs (AC 6; HD 1; hp 6 each; #AT 1; D by weapon; AL LE), each wearing ring mail and carrying a shield, footman's mace, light crossbow, and 2-24 ep. If no alarm has been sounded, about 40% of the orcs are asleep. There is also a 40% chance that this room holds 1-4 orc leaders (AC 6; HD 1 + 2; HP: 10 each; #AT 1; D by weapon; AL LE), each dressed in ring mail and carrying a shield, spear, short sword, and 4-40 ep. They are joined by the orc commander (AC 4; HD 2; hp 15; #AT 1; D by weapon; AL LE), who wears scale mail and carries a shield +1, spear, short sword, and 6-48 ep. Enthar the magic-user is here 10% of the time. Spaced around the room are twenty ore-sized pallets. Under five of the pallets, arranged at random, are 1'-deep pits with hinged doors that can be thrown up to face the western passage. If aware of an imminent attack, the orcs hide in their pits (two orcs can fit in each pit) and attempt to surprise intruders. If surprise fails, the orcs use the hinged lids as cover while they engage in missile fire against any visible opponents. If Enthar is present and aware of an imminent attack, he uses the secret door to enter the tunnels leading to area 7 (closing the secret door behind 10
him). Instead of heading west through the tunnel, he follows the tunnel around the northern circumference of the room and watches the battle unfold through a 3"-wide opening in the north wall. This narrow peephole is located 10 feet up the wall and is hidden in a dark patch between two sputtering torches; it is treated as a secret door for detection purposes. 6. Prison & Stables The floor of this circular room is strewn with of straw, offal, and rotting feed for the ores' mounts. There are six horses tethered to iron rings bolted to floor. The horses are frightened and do not allow riders without a struggle. The chamber is 150 feet in diameter and has a domed ceiling 50 feet above. Eight iron brackets are set into the walls of this room, four per side. All but one bracket in the north wall contains a lit torch. The empty bracket, when turned 90 degrees clockwise, opens the secret door in the northeast section of wall. The secret door leads to areas 7 and 8. The south wall has been converted into a series of rough cells for prisoners. The prisoners are secured by their wrists and ankles, and the manacles around their wrists are attached by stout chain to an iron ring bolted to the wall. There are five prisoners currently in this area; they are injured (each has 2-8 hit points at full and 1 hit point remaining) and hysterical. The prisoners must be healed before they can travel, and some attempt must be made to clothe them before they can be safely transported from the lair. The room is normally guarded by 1-4 normal orcs (AC 7; HD 1; hp 5 each; #AT 1; D by weapon; AL LE), each wearing ring mail and carrying a halberd and 1-20 ep. 7. Treasure Room Entry to this room requires the key held by Enthar (or a successful pick locks roll or knock spell). The lock is not trapped. The room contains two large wooden chests, one containing 7,940 cp and the other holding 643 ep, 697 sp, and 1,470 gp. These funds constitute the ores' payroll and treasure recovered from raids. Secured to a wooden rack are a hand axe +2, a bastard sword +1, and a cursed long sword -1, none of which has any additional magical abilities. 8. Teleporter Room The floor of this room consists of three raised tiers, each tier approximately 5 feet above the one beneath. The effect resembles a ziggurat. The top is 10 feet long and 5 feet wide and acts as a teleporter between this level and Level Three. The teleporter functions only when the Baalzebul ring (worn by Enthar) is held or worn by someone standing on the top tier of the ziggurat. Anyone on the top tier when the ring activates is instantly teleported to area 38. The teleporter can be used only seven times each week. When the adventure begins, the teleporter is fully charged. This 30'-high rectangular room is lit by a dim continual light spell, but the command word "off" extinguishes the light. Speaking the command word "on" reactivates the spell. If forced back to this place, Enthar climbs onto the second tier, counting on his boots of speed to stay ahead of pursuers. If he still has an attack spell prepared, he casts it at pursuers before climbing to the top tier and using the teleporter to escape. When anything is teleported back to this room from area 38, the teleporter becomes inactive for five rounds. LEVEL 2 (AREAS 9-18) This level is musty and unused. The quarter-inchthick layer of dust on the floor has not been disturbed for over 200 years. The tunnels and chambers were carved from seamless stone by skilled dwarven miners. There is the occasional broken piece of stonework, but the tunnels and rooms are secure and in no danger of collapse. The temperature of the Delve begins at about 60° F in area 9 but cools gradually as one descends (1° F per room is a good approximation) to a minimum of 50° F. The temperature is below freezing in areas 29 and 30. However, it begins to warm rapidly as one moves closer to area 39, gaining about 10° F in each successive room, so that the temperature in area 39 is about 110° F! All tunnels have torch sconces made of iron spaced about 60-70 feet apart. These sconces are always on the outside of the descending spiral from area 9 to area 18. Most of the sconces are without torches, and those torches that remain are rotten and crumble at the slightest touch. If one of these ancient torches is lit, it burns furiously for 1-4 rounds before turning to ashes. Heroes carrying lit torches can see an upcoming chamber at about 40-70 feet. Those using a light spell or bullseye lantern can see an upcoming chamber at 70-100 feet, barring obstructions. The walls of most tunnels and chambers are smooth and true; there are no places to hide along the walls. 11
9. Staging and Bunk Area This 90'-diameter chamber has a domed ceiling 30 feet high. Strewn about the room are picks, shovels, and other digging equipment, none of which is salvageable. In the center of the room is an ore car on a pair of rusted iron rails that lead up to area 4 and down to area 10. Along the walls are ten wooden beds, upon which lie ten dwarven skeletons (AC 7; HD 1; hp 8 each; #AT 1; D 1-6 (hand axe); SD suffer half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL N; no treasure carried). The skeletons' race can be determined only with good lighting and upon close inspection. As soon as any non-dwarf enters the room, the skeletons animate and attack. There is a 60% chance they do not animate if the sole entrant is a gnome, 40% if the entrant is a halfling. Once animated, the skeletons ignore dwarves (100% chance), gnomes (60% chance), and halflings (40% chance). Dwarves, gnomes, and halflings who attack the dwarven skeletons lose their advantage and are attacked in kind. If there are no creatures in the room save those being ignored by the skeletons, the skeletons return to their rest in 3-12 rounds. The skeletons attack until destroyed but do not leave the room. Thus, if a cleric can hold the skeletons at bay, the party may pass through the chamber safely. At the foot of each bed is a locker containing rusted helms, weapons, and armor as well as several articles of rotted clothing. There is no treasure. The ore car is held in place by a large chunk of rock. If released, it rolls freely down the tracks at a speed of 12". The rails can bear the weight of the car, although there is a non-cumulative 5% chance per 100 feet that fatigue causes the rails to break and the car to tip over. The car is large enough to hold three human-sized characters, should anyone decide to use it as a vehicle; barring accidents, it rolls until it reaches area 11. 10. Bellows Room The rails continue through this room. This chamber, similar in size to area 9, contains the crumbling remains of wood benches, tables, and two large bellows. The bellows, which point down along the track to area 11, were plainly of the type used for circulating air rather than fanning flames. Age has rendered them inoperable. 12
11. A Lair in the Darkness The railroad continues into this room but is abruptly interrupted by a 10'-wide crevice that bisects the room. The tracks end at the lip of the crevice, and an ore car rolling down the tracks surely plummets into the pit unless measures are taken to stop it. Heroes should make a normal surprise roll when entering this room. Characters in a rolling ore car who are unaware of the crevice and who are surprised can take no action to help themselves. Assuming one or more prepared PCs are waiting in this area, the ore car can be stopped by pushing with a combined Strength of 36 or better (treat as AC 5; all those who wish to push must hit the car with a barehanded attack). The ore car can also be stopped by thrusting a heavy object onto the tracks ahead of the car's wheels. (Neither of these methods should be offered to the players as a solution, of course.) Riders in the ore car who are not surprised may leap out of the car or deliberately tip it over. In either case, each rider suffers 2-8 points of damage from the subsequent jump or crash. The crevice bisecting the chamber is just over 60 feet deep (6d6 points of damage to anyone falling into the crevice). It extends 20 feet above the 30'-high domed ceiling and about 60 feet to the northwest and southeast. There is nothing within the crevice but shattered rocks and debris. The crevice is approximately 10 feet across. Characters may successfully leap the crevice by rolling less than or equal to their Strength scores on a d20. Apply the following penalties: -2 if carrying normal gear (35+ Ibs.) -5 if carrying heavy gear (70+ Ibs.) -8 if heavily encumbered (105+ Ibs.) On the northeast side of the crevice, another old ore car rests on the tracks. If the heroes have sufficient light, they can see "something bright and shiny" behind the ore car. Concealed behind the car is the guardian of the room, a spirit naga (AC 4; HD 10; hp 53; #AT 1; D 1-3 + poison (save applicable); SA charming gaze (see below), spells: magical—light, magic missile (x3), shocking grasp (1d8 + 5 points of damage; requires a successful bite attack), sleep; darkness, web; fireball (5d6 points of damage); clerical—cure light wounds, protection from good; hold person, silence 15' radius, create food and water; AL CE). The naga's gaze is effective up to 25 feet away. Any character who meets her gaze is allowed a saving throw vs. petrification. If the saving throw is unsuccessful, the hero must do whatever the spirit naga commands, including attacking others and even freely allowing attacks by the naga. If the naga successfully charms a particularly troublesome foe, she commands the hero to leap into the crevice. The naga may enter any location on Level 2 (except areas 9 and 10) in defense of her treasure. She is not well disposed to bargaining and is 95% likely to attack without warning. If persuaded to bargain, she demands the best of the party's treasure and no less than one powerful magical item. She will accept a live meal in lieu of a magical item—a prisoner or fellow party member. She is picky, however, and does not eat humanoids. The naga is very intelligent and uses her spells to the utmost. She should be played aggressively and brooks no self-important character trying to barter or boast to her. The ore car behind which the naga hides is rusted and incapable of transporting characters. The naga's treasure is hidden inside the car: a long sword +3 named Zalco (see the APPENDIX at the end of the module for more information on this weapon), 480 gp, 300 ep, 800 sp, seven gems (4 x 1000 gp, 3 x 500 gp), and four spell scrolls with the following spells on them (each cast at 12th level): clairvoyance, cone of cold, cure critical wounds, and magic missile. 12. End of the Line This 30'-high circular room is empty. The railroad that began in area 9 and continued through areas 10 and 11 ends here. Upon entering this room, characters can hear the distant sound of dripping water (from area 13). Set into the southern section of wall is a secret door. If Zalco (the long sword +3 found in area 11) is in a character's possession and is out of its scabbard, it reveals the secret door when brought within 5 feet by saying, "Well, you're not just going to pass the secret door, are you?" The secret door may be opened by depressing a nearby torch sconce. 13. Flooded Chamber The dwarven miners encountered an underground spring while excavating this chamber. Only half of the room was actually completed. The western edge of the floor drops 30 feet to the surface of the spring, which is 150 feet deep. There is nothing alive in the spring, and it is very cold. Any character who dives into the water is subject to the effects of a chill metal spell (reverse of heat metal). Any character who suffers 8 or more points of damage from the water must make a successful saving throw vs. paralyzation each round be paralyzed by muscle cramps. The cramps could cause the character to drown in 1-4 13
rounds unless her or she has some way to breathe underwater. The resist cold spell or ring of warmth nullifies the chilling effect on anyone so protected. 14. Trapped Corridor When the characters are within 100 feet of this chamber, assuming no light is burning, those with infravision notice a dim source of light ahead. Otherwise no character (regardless of infravision) notes the glow of the chamber until it is entered. The glow is magical and as bright as a quartermoonlit night; the light fills the entire room, which is 60 feet in diameter with a 25'-high domed ceiling. Tools and digging equipment lie heaped upon the floor, but these are all rotten or rusted. The western tunnel descends farther into the Delve, toward area 15. Thirty feet down the corridor is a magical trap set in the floor. A find traps spell (or a thief's find traps ability) reveals the presence and true nature of the trap. A detect magic spell reveals the trap's presence but not how it works. The trap is triggered by 150 pounds (or more) of weight but discounts the weight of dwarves, gnomes, and non-living matter. The chance of a dwarf or gnome spotting the trapped floor without searching the area carefully is 15% (assuming the dwarf or gnome is in the front rank). Dwarves and gnomes may add this 15% to their chance of finding traps if a careful search of the passage is conducted. The 30'-long, 10'-wide trapped section of floor is balanced on a stone axle and designed to tip forward like a seesaw. Below this tilting "lid" is a 15'- deep pit. When 150 pounds of weight is placed on the western half of the lid, the entire floor tilts on its axle until it becomes a vertical plane, dumping everything into the western half of the pit. All creatures falling into the pit suffer 2-9 (1d8 + 1) points of damage. When the "lid" reaches its vertical position, it locks into place at both the pit bottom and the tunnel ceiling, effectively blocking the corridor. Simultaneously, vents in the walls of the pit open with an audible clang. When the Delve was inhabited and maintained, cold water would fill the pit, followed by flaming oil. Both substances are now long gone. The party might be split into two groups by the vertical "wall" formed by the pit's lid. If this occurs, characters on either side cannot communicate verbally through the stone barrier. However, the mechanism for setting the pit trap is located in area 15. A knock spell also resets the trap. 15. A Fool's Errand This circular, 30'-high, domed chamber is illuminated by a lingering magical dweomer similar to that encountered in area 14. The illumination is equivalent to dim moonlight. There is a 10'-wide, 20'-tall, and 10'-deep niche in the northeast wall, but the contents cannot be seen from either tunnel leading into the chamber. Within this niche are the controls for the trap in area 14. The controls consist of two iron levers, both of which are fully operational. Experimentation quickly reveals which lever causes the floor to return to its rightful place. The second lever locks the pit's "lid" in place so that the corridor may be traversed safely. Set into the northwest wall is another large niche. A light source causes something in the back of the niche to glitter. Closer inspection reveals that the rock at the back of the niche is a thick vein of gold. Eight mining picks stand against the walls of the niche, among various-sized chunks of rock and small nuggets of gold. The picks look slightly rusted and used, but otherwise they are solid. Any character who gazes upon this tableau from within 15 feet must make a successful saving throw vs. spell or follow a subconscious suggestion to pick up the tools and mine some gold. The spell may be broken in the following ways: A character may be freed of the spell if he or she is physically hauled from the room and vigorously shaken, provided the character has been digging for only 1-2 rounds. If the character has been digging for 3-5 rounds, any successful diversion must inflict at least 1 point of physical damage. If the character has been digging for 6-9 rounds, at least 3 points of damage must be inflicted upon the character to break the spell. After a full turn has passed, only a dispel magic or remove curse spell can counter the magical effect; each spell frees one individual only. Elven heroes are 90% resistant to the suggestion, while half-elves are 30% resistant. The compulsion to mine for gold lasts twelve hours if left uninterrupted, after which time another saving throw may be rolled. For each hour spent mining, a character loses 1 point of Strength and 1 point of Constitution. If either ability drops to 0, the character falls unconscious from exhaustion. Strength and Constitution points are recovered at a rate of 1 point each per hour of rest. Characters who are removed from the room while under the spell's control desire only to return and continue digging until a remove curse or dispel magic is cast upon them. Any gold taken from the niche eventually turns out to be iron pyrite—"fool's gold." 16. Shrine of the Dwarven Gods As one travels from area 15, the rock strata changes to a lighter color as the Delve deepens. When the characters come within 100 feet of this chamber, assuming no light is burning, those with I 14
infravision notice illumination ahead. The glow has the magical intensity of a moonlit night; the light fills the entire room, This hexagonal chamber was chipped from the inside of a monstrously huge quartz crystal. The walls are faceted in great reflecting planes. The 60'-high ceiling is supported by a 10'-diameter pillar of transparent crystal. Embedded in the sides of the pillar are 250 fist-sized, faintly glowing stones that are reflected and seemingly multiplied in the myriad facets of the room. These translucent stones seem to be the source of the ambient light. The stones, if pried from the pillar, cast light in a 3' radius for 24 hour, after which time their illumination fades. If a light spell is cast upon a stone, it stays lit for four days before going out. This process can be repeated over and over. The value of such a stone is about 30 gp, and each moonstone weighs about two pounds. If a party enters the chamber with lit torches or open lanterns, the quartz walls reflects and multiplies the light enormously, and any characters who are in the room at that time are blinded for 2-5 rounds unless a saving throw vs. spell is successful. Flanking the southeastern exit are two crystalline niches measuring 8 feet wide, 8 feet deep, and 16 feet tall. Built into the back of the southernmost niche is a shelf, upon which rest seven crystal statuettes depicting dwarves. Each statuette stands 2 feet tall, weighs 10 pounds, and represents one of the seven dwarven clans in this part of the world. Any dwarf character has a 30% chance of knowing this fragment of lore. Anyone removing a statuette suffers a -1 penalty to attack rolls until the statuette is safely returned or a remove curse spell is cast; this penalty is cumulative if multiple statuettes are removed. Each statuette is worth 40 gp. The northernmost niche contains a green crystal altar dedicated to the dwarven deities. If a dwarf prays to one of the dwarven gods before this altar, he or she receives a bless spell lasting 24 hours. There is a 90% chance that a dwarf character recognizes the altar and its significance. The power of the dwarven pantheon is so strong in this area that none of the undead creatures or the devils can enter this room. Characters may use this chamber as a safe place to rest, regroup, and use healing magic. 17. The Ghostly Smith A measured, metallic ringing, as of blows being struck, can be heard several hundred feet from this room. Characters within 50 feet can detect a flickering light coming from the chamber. The 120'-diameter, 40'-high room is lit by the fitful glow of a forge in the center of the room. A dwarven smith stands over an anvil next to the forge and pounds on a great, shining axe. Occasionally he holds it up to look at it, mutters over some imperfection, then continues with his hammering, sometimes thrusting it into the forge to heat it up, sometimes sticking it with a hiss into a barrel of liquid. If they take a moment to look closely, characters notice that they can partially see through the smith, his tools, the bellows, and the barrel. Even the flames from the forge look slightly unreal. The only solid objects seem to be the forge, the anvil, and the axe. The smith takes no notice of anyone who enters the room and does not attack unless he is attacked by a weapon that can hit him (i.e. a silver or magical weapon—all others pass through him) or an attempt to take the axe is made. In either case, the smith attacks the offender and anyone else in the room. He is actually a wraith (AC 4; HD 5 + 3; hp 23; #AT 1; D 1-6; SA energy drain (one level); SD silver or magical weapons needed to hit; AL LE). The smith initially attacks using the axe, 15
which crumbles to powder after one hit (enraging him even further). The axe is usable as a weapon only for one strike and is not magical. If the wraith is killed, all the unreal objects disappear, including the light from the fire. If the final blow against the wraith is landed by a dwarf, gnome, or any axe-type weapon, the wraith assumes a gaseous form and swirls about the weapon used to dispatch it. In seconds, the wraith's dark energy is absorbed into the weapon, which transforms from whatever material it was previously composed of to a dead black substance that reflects no light. The weapon is unchanged in all other respects (including special abilities) but gains an additional +1 bonus. The eastern tunnel from this chamber is a corridor sloping upward. Fifty feet from the chamber the corridor widens into a bulge 25 feet wide, and here lie the rotted remains of two huge air bellows similar to those found in area 10. The bellows point eastward, away from the forge. Approximately 20 feet beyond this, the tunnel is blocked where the ceiling has collapsed. The huge pieces of granite filling the tunnel could not be moved by less than a huge work force. (This was originally a ventilation and secret escape tunnel.) 18. Hall of the Master Miner A magical radiance fills this chamber; the light's intensity is about equal to a full moon. This great domed room is 60 feet high at its apex. The walls are decorated in alternating sections of basreliefs and bare rock. The carvings depict famous acts of ancient dwarven heroes. On the northwest wall of the chamber, a ledge is carved from the rock, about 25 feet from the floor. The glow seems to be concentrated here. The rock supporting the ledge rises sheer and smooth from the floor, as do the immediate surrounding walls. Once a great majestic stone staircase rose to the ledge from the floor of the room, free-standing like a flying buttress, but it has fallen, and large pieces of rock litter the floor. Plainly visible upon the ledge is a throne carved out of granite. Upon it sits a dwarven skeleton. Upon its head rests a great helm. The area on top of the ledge is protected by a permanent protection from normal missiles spell. Any non-magical missiles, or even thrown objects like grappling hooks, rebound from this protective field. If anyone scales the ledge to inspect the body, they find that the skeleton is indeed dead and inanimate. The skull has been crushed. There are no other objects save rotted clothes and the great helm. The helm is actually the Dwarven Helm of the Master Miner (see APPENDIX for a full description). Five huge timbers seal the southern passage out of the room. The timbers are braced by piles of rubble and held in place other timbers and rocks to seal the passage. These timbers can be moved with a percentage chance equal to three times a character's bend bars percentage. Removing these timbers, regardless of any precaution save a silence spell, is quite noisy. LEVEL 3 (AREAS 19-25) 19. Barracks This is an old, deserted barracks. Any living creature other than Enthar or Frelpic who enters this room is attacked by two dwarven zombie fighters (AC 4; 3rd-level fighter; hp 25, 17; #AT 1; D by weapon; SA always act last in a melee round; SD suffer half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE). Each zombie wears tattered chain mail and carries a shield, hammer, and 3-30 gp. There is a 1 % chance that Vezenor is present as well. The southern exit from this chamber leads to a series of steep, winding stairs, terminating in area 23. The stairs are unused and dusty. If a search is conducted, a trap may be detected (normal percentages) at the top of the stairs; apparently part of the wall at the back of the top landing is rigged to spring open. (This is not a secret door, and cannot be detected as such.) How this trap is activated is not apparent. Halfway down the flight of stairs is the trigger of the trap: treading upon any of the five sequential steps with greater than 100 pounds of non-dwarvish/non-gnomish weight springs open the wall at the top of the stairs, releasing an enormous boulder. This huge stone crashes down the stairway, rebounding from the walls at each landing and careening down the next flight. The sound and its implications are obvious to any heroes below. Any characters who flee immediately and whose base speed is at least 6" can reach the bottom of the stairs just ahead of the boulder. The 10'-diameter boulder tumbles out of the stairwell and rolls into the center of area 23 before coming to a complete stop. Naturally, this places the guards in that area on alert. Characters who cannot escape the path of the boulder have a chance of being crushed. Any character who flattens against the side wall to 16
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avoid the rolling stone must making a successful saving throw vs. death magic at +3 to avoid suffering damage. Characters who fall prone to the floor in the middle of the corridor save at a +1 bonus. Characters who do neither save at a -2 penalty. In any event, Dexterity defensive bonuses or penalties modify the saving throw. Any character who fails the saving throw is struck by the boulder for 5-30 (5d6) points of damage. 20. Storage This chamber is a weapon storage room and contains four hammers, six pole arms, three light crossbows, 28 quarrels, and 80 darts. The weapons are stored in rotted, unlocked wooden trunks against the north wall. This room is usually guarded by one dwarven zombie fighter (AC 4; 3rd-level fighter; hp 25; #AT 1; D by weapon; SA always acts last in a melee round; SD suffers half damage from edged weapons; unaffected by sleep, charm, hold, and coldbased spells; AL NE) dressed in tattered chain mail and carrying a shield, hammer, and 3-30 gp. This zombie is joined by a dwarven zombie cleric (AC 4; 3rd-level cleric; hp 15; #AT 1; D by weapon; SA always acts last in a melee round; spells—cause light wounds and cause fear; for additional spells, see ROSTER; SD suffers half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE). The zombie cleric wears chain mail and carries a shield, hammer and 4-40 gp. There is a 2% chance that Vezenor is here also. 21. Airweed Center This 90'-diameter, 30'-high room is lit by a continual light spell. The chamber contains four 20'- diameter stone basins from which an unpleasant odor arises. Despite the bad smell, the air seems less "used" in this area. The basins are filled with a low, tangled, lichen-like plant. This sickly purple stuff grows in a brown sludge that fills the bottom half of each basin. Any dwarves or gnomes in the party recognize the growth as airweed, a plant used to replenish the stale air in the deepest mines where ventilation is difficult or impossible. 22. Fest Hall Wooden benches and tables fill this circular chamber, which is lit by a continual light spell. This room is usually guarded by two dwarven zombie fighters (AC 4; 3rd-level fighter; hp 20, 18; #AT 1; D by weapon; SA always acts last in a melee round; SD suffers half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE) and one dwarven zombie cleric (AC 4; 3rd-level cleric; hp 18; #AT 1; D by weapon; SA always acts last in a melee round; spells—cause light wounds and cause fear; for additional spells, see ROSTER; SD suffers half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE). The zombies have the same armor and equipment as those encountered in area 21. There is a 5% chance that Vezenor is encountered here as well. At the head of the table arrangement, a throne has been carved out of the rock of this chamber. The throne produces an immobile antimagic shell around anyone sitting in it. Activating the magic of the throne has a 10% chance of attracting 2-5 dwarven zombie cleric/fighters from areas 31-36 and a 2% chance of attracting the barbed devil Vezenor; these reinforcements arrive in 2-8 rounds. 23. Barracks This area is guarded by three dwarven zombie fighters (AC 4; 3rd-level fighter; hp 23, 21 17; #AT 1; D by weapon; SA always act last in a melee round; SD suffer half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE) and two dwarven zombie clerics (AC 4; 3rd-level cleric; hp 14, 13; #AT 1; D by weapon; SA always act last in a melee round; spells—cause light wounds and cause fear; for additional spells, see ROSTER; SD suffer half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE). These zombies possess the same armor and equipment as the ones encountered in area 21. There is a 2% chance that Vezenor is here also. If the boulder trap on the northern stairs has been tripped, the occupants are alert when the party enters the chamber. This circular chamber is illuminated by a continual light spell. Arranged about the walls of this chamber are seven decrepit bunks that crumble to dust when touched. In chests at the foot of the bunks are 40, 30, 20, 71, 48, 30, 20, and 26 gp. Characters in this chamber can hear the sound of mining from the northwest tunnel (leading to areas 24 and 25). 24. Clerical Chambers This circular chamber is illuminated by a continual light spell. Arranged about the walls are twelve decrepit wooden beds that crumble when touched. At the foot of each bed is an unlocked wooden locker, seven of which contain treasure: 20, 37, 41, 8, 23, 89, and 39 gp respectively. This area is guarded by three dwarven zombie clerics (AC 4; 3rd-level cleric; hp 17, 12, 10; #AT 1; D by weapon; SA always act last in a melee round; spells—cause light wounds and cause fear; for 18
additional spells, see ROSTER; SD suffer half damage from edged weapons; unaffected by steep, charm, hold, and cold-based spells; AL NE). See area 21 for the zombies' armor and equipment. There is a 2% chance that Vezenor is present as well. 25. Mithril Mine This room has been the source of recent mithril mining. The chamber is illuminated by a continual light spell. Digging out the precious ore with hand tools are three dwarven zombie fighters (AC 5; 3rd-level fighter; hp 23, 21, 17; #AT 1; D by weapon; SA always act last in a melee round; SD suffer half damage from edged weapons; unaffected by steep, charm, hold, and cold-based spells; AL NE). These zombies wear chain mail and carry hammers and 4-48 gp. The zombies stop mining only to attack intruders or respond to an alarm elsewhere in the Delve. There is a 5% chance that Vezenor is overseeing the mining operation when the characters arrive. The mining is quite noisy and can be heard as far back as area 22. There are a dozen chunks of mithril in the roughly hewn southwest section of the room. Each chunk is worth 150 gp. THE LOWER CAVES (AREAS 26-39) 26. Room of Light The corridor from area 25 ends before an iron door molded the likeness of a dwarf. The figure holds a trident and wears a seven-pointed crown. The door has no lock but it is barred from the east side. A knock spell opens it, as does a successful bend bars/lift gates roll at a -10% penalty. No matter how the door is opened, there is a 50% chance that doing so summons Vezenor (if he has not already been encountered). Any character not accompanied by Enthar or Frelpic is attacked on sight. A soft, magical glow illuminates the 30'-high, roughly hewn cavern and the many huge stalactites and stalagmites that adorn it. The eastern passage from the room is not obvious or visible from the doorway. Any living creature that enters the room is limned with faerie fire. A dispel magic can remove the outline, but the faerie fire is treated as 10th-level magic. Removing the faerie fire from the entire room requires a successful dispel magic cast against 21st-level magic. The faerie fire persists even after the characters leave the cave; it is permanent until dispelled. Outlined creatures are 19
easier to strike, affording opponents a +2 bonus on all attack rolls (but not damage rolls). 27. In the Black This area is covered with twelve separate and permanent continual darkness spells; thus, dispel magic (if successful) or continual light negates only one-twelfth of the darkness. A light spell provides illumination within 10 feet only. Faerie fire and torch light produce a 3' glow. A lantern lights an area 15 feet ahead, but this illumination is poor. A magical sword (except for a flaming sword, which acts like a torch) casts only a 1'-radius light and is virtually useless. Even if the darkness in this area is negated, it gradually returns so that in twenty-four hours the continual darkness is again in place. At each of the points marked "X" dwells one of three black puddings (AC 6; HD 10; hp 40, 36, 32; #AT 1; D 3-24; SA dissolve wood and metal; SD weapons divide a pudding into two half-sized puddings; immune to cold and lightning attacks; AL N). Any magical weapon striking a black pudding must make a saving throw vs. acid. If the saving throw fails, the weapon loses 1-4 properties, including "plusses" to attack and damage. If the saving throw succeeds, the weapon is not harmed (for that contact only). Ordinary weapons suffer full acid damage at once if they hit the pudding, and no damage is inflicted. Any pudding reduced to half hit points has a 50% chance of fleeing; otherwise, it remains and eats anything and anyone it can. Creatures eaten by puddings cannot be brought back to life by any means short of a carefully worded wish or a near-immediate alter reality. The puddings are encountered only at the "X" locations and nowhere else. There is a 60% chance that any given pudding is attached to the ceiling, a 30% chance that it is clinging to a wall, and a 10% chance that it is on the floor. The puddings are not hampered by the continual darkness. Characters who are unable to see the puddings in the darkness suffer a -4 penalty to hit. 28. Garbage Pit A horrid stench pervades this unlit cavern and the tunnels beyond. This room is piled high with offal—some small amount is recent. The smell in the room has the effect of a ghast's aura (retching and nausea causing -2 on "to hit" rolls) unless a successful saving throw vs. spell with a +4 bonus is made. Characters who remain in this room for more than 3 turns carry the stench for days unless it is thoroughly washed off. For those who would delve in this muck, there is a 20% chance per turn of finding a coin: copper (40%), silver (30%), gold (20%), or platinum (10%). The total number of coins in the entire room is 40 cp, 30 sp, 20 gp, and 10 pp. The room is guarded by an otyugh (AC 3; HD 6; hp 30; #AT 3; D 1-8/1-8/2-5; SA disease (a bite is 90% likely to infect the victim with an acute and severe muscular disorder, as per DISEASE in the DUNGEON MASTERS GUIDE), surprise (1-4 on Id6); AL N). If it sees light in the corridor, the otyugh is 90% likely to investigate. It always attacks small groups of 1-3 characters, but it avoids larger groups. 29. Cold Cavern This great, unlit cavern is kept magically cold. Unless the characters have some form of magical protection, such as a resist cold spell or ring of warmth, damage commences on the sixth round of exposure, the third round for those in metal armor. Characters are allowed a saving throw every round; failure indicates 1 point of damage. Failing the saving throw three times means the victim suffers 1 point of damage each round thereafter. The cold persists through area 30 and ends at the steps leading to area 31. Roll percentile dice at this point to determine whether the bone devil Skirpus is in this area at this time: there is a base 50% chance. If he is not encountered here and hasn't been met elsewhere, the bone devil is lurking in area 30. 30. Lair of the Devil This ice-coated cavern is filled with stalactites and stalagmites, some of which have joined to form columns that support the 60'-high ceiling. Icicles clinging to the ceiling occasionally fall to the floor, shattering like glass. If the characters reach this point without previously encountering Skirpus, they find the bone devil here. He is hiding behind a stalagmite near the middle of the cavern and leaps out to surprise intruders. The temperature in the chamber is far below freezing; any character who touches the walls, ceiling, or floor with bare skin suffers 1 point of damage each segment he or she remains in contact. The natural condensation in the cavern has frozen, forming a slick, icy shell on every surface. Any character moving at a rate faster than a slow walk must make a saving throw vs. paralyzation or fall prone, suffering 1-4 points of damage from the fall. Those who fall must spend the next melee round regaining sound footing. 31-36. The Lower Mines These areas are inhabited by seven dwarven zombie cleric/fighters (AC 4; 3rd-level cleric/3rd20
level fighter; hp 24, 22, 20, 19, 19, 17, 14; #AT 1; D by weapon; SA always act last in a melee round; spells—cause light wounds and cause fear; for additional spells, see ROSTER; SD suffer half damage from edged weapons; unaffected by sleep, charm, hold, and cold-based spells; AL NE). The zombies wear tattered chain mail and carry shields and hammers. Each zombie has a pouch containing 4-24 mithril nuggets worth 10 gp apiece. Roll 1d100 and consult the following chart to determine the zombies' starting locations. Area Number 01-40 41-80 81-90 91-00 31 0 1 0 1 32 0 1 2 1 33 3 0 2 0 34 0 2 0 1 35 0 0 1 0 36 4 3 2 4 31. The stairs leading to the cavern are long and steep. The stairwell is lit by a continual light spell, and the cave by a dimmer form of the same spell. A thief's hide in shadows percentage is reduced by 40% in the stairwell. The secret doors in the north and west walls are each opened by depressing a stone in the nearby wall. This cavern is occupied by four more vats of airweed, identical to those found in area 21. 32. This unlit 15'-high cavern serves as the barracks for the dwarven zombie cleric/fighters. There are seven beds and dwarven chests. In each chest are 4-24 pp. 33. This unlit, 25'-high cavern is a common room for eating, storage, and living. There is nothing of value here. 34. This circular chamber is illuminated by a continual light spell. Littering the floor are several tools—picks, spikes, drills, and so forth. Set into the north wall is a hot forge. The dwarves use this forge to mint coins, although no treasure can be found here currently. 35. This unlit, circular chamber is used for ore storage and contains nothing else of value. There are unprocessed chunks of raw ore here with a total value of about 500 gp. 36. This circular chamber is illuminated by a continual light spell. Mithril ore can be mined here. Half of the undead dwarves present are mining, and the other half are at the end of the western corridor digging deeper. Characters can recover 500 gp worth of ore from this chamber. 21
37. Study and Workroom This roughly circular chamber serves as Frelpic's study and workroom. It contains a desk, writing equipment, a table, and two chairs. Next to the desk is a bookshelf. Hidden behind the books are a rod of smiting, an onyx dog, and a ring of spell storing that contains the spells commune (three questions), raise dead, and plane shift. Frelpic makes use of these items if hard-pressed. The western secret door (leading to area 39) is protected by a glyph of warding that explodes in a 10' radius for 16 points of damage (half damage if a saving throw vs. spell succeeds). Careful examination of the secret door reveals the glyph, which is traced with charcoal near the base of the door. The glyph detonates when the secret door is touched by a living creature. On the floor of the tunnel leading to area 39 is another glyph of warding identical to the one placed on the secret door. The glyph is concealed as part of a mosaic on the floor. A cleric, if suspicious, has a 5% chance per level of discovering the glyph. 38. Receiving Teleporter This 50' x 70' cave is the destination of the teleporter from area 8. The ceiling is flat and 40 feet high, and the cave is lit by a dim continual light spell. In the middle of the floor stands a four-tiered, stone ziggurat, each tier 5 feet higher than the one beneath. The receiving end of the teleporter is located atop the highest tier of the ziggurat (upon a 10' x 5' platform) and is enchanted with a detect evil spell. Any non-evil person who uses it is subject to a stunning effect that lasts for 3-12 segments—no saving throw. In addition, the character must make a successful saving throw vs. death magic or be aged ten years. This platform otherwise works exactly the same as its counterpart in area 8. (Note that the receiving teleporter is inactive for 5 rounds following the arrival of anyone from area 8.) As Baalzebul's power expands, his minions will establish additional links farther from the Delve that connect here, eventually creating a network that allows the evil forces to move rapidly throughout the region. The only apparent exit from the chamber is a tunnel leading south. The passage ends before a heavy iron door. Standing on the north side of the door, barring passage, is an iron golem (AC 3; HD 18; hp 80; #AT 1; D 4-40; SA poison gas; SD +3 or better weapon to hit; lightning slows it for 3 rounds; all other magical attacks inflict no damage; AL N). The golem is hidden in shadows and can be seen only by characters in the passageway. When a non-evil figure enters the room, the golem animates and moves to kill the offending person. The animation takes 2-8 rounds. The golem begins seeping chlorine gas once animated, filling the chamber in 10 rounds. Within 2-8 segments of inhaling the gas, characters must make a successful saving throw vs. poison or die. If the saving throw is successful, the gas acts as a stinking cloud spell, no saving throw. The iron door is magically sealed. Trying to force open the door with magic (such as a knock spell) proves futile and causes the golem to animate and begin spewing noxious chlorine gas. The door opens only if the command word "hoggle" is spoken (which only Enthar and Frelpic know), or if it is forced open by brute physical strength (requiring a minimum of 37 combined Strength points). A teleport or dimension door spell also allows passage beyond the door. The door is sealed so that the gas (or someone in gaseous form) cannot escape. 39. The Temple of Baalzebul An immense statue rises nearly 50 feet from a marble altar at the far end of this 90'-high, roughly hewn cavern. Carved from some unknown reddish rock, the statue depicts the arch-devil Baalzebul himself. Good-aligned clerics must make a successful saving throw vs. death magic or be affected by a fear spell upon first viewing the statue. The statue features two immense red gems for eyes (worth 5,000 gp apiece) and a mouth widened in a rictus that promises pain and suffering to all who gaze on the fearful visage of the arch-fiend. Baalzebul cares little about the gems, but if any attempt is made to remove one, either Vezenor (70% chance) or Skirpus (30% chance) is immediately summoned to the fane. (If both devils have been defeated, another bone devil appears in their stead.) The summoned devil demands the sacrifice of a live person for his Lord. If such a sacrifice is given, the devil rips out the victim's heart and devours it, then throws the body into the pit (see below). Sacrifice means a party member— never a hireling or prisoner. After the sacrifice, the devil disappears; the ruby eyes fall out, and the characters may take them. If the party refuses the sacrifice, the devil attacks and seeks to kill two characters. It returns to hell if reduced to one-quarter of its hit points. Below the statue rests an ominous stone brazier, easily 15 feet in diameter. Flames burn above the surface of this brazier, although there are no coals or other obvious fuel in the bowl. Heat radiates from the brazier, raising the already high temperature another dozen or so degrees within 10 22
feet of the bowl itself. Anyone who enters the flames directly suffers 5d6 points of burn damage each round they remain within the bowl. Every 10 rounds, the flames in the brazier roar higher and everyone in the room suffers 1d6 points of burn damage from the increased heat. The first such eruption occurs five rounds after the characters enter the chamber, and an eruption also happens immediately whenever a devil, Felpric, or a lemure is killed in the room. Each time the brazier flares, a lemure (AC 7; HD 3; hp 15; #AT 1; D 1-3; SD regenerates 1 hit point per melee round; AL LE) is summoned from Baalzebul's plane. The lemure emerges from the gate (see below) and thus appears to crawl up from the floor. The walls, floor, and ceiling of this area are composed of a dark stone that radiates heat. Any good-aligned character who touches the walls, floor, or ceiling with bare skin suffers 1 point of fire damage for each segment of contact. In the eastern section of the chamber is a 90'- diameter, circular pit masked by an illusion to appear as nothing more than simple cave floor. The hole is a gate directly to the sixth plane of hell. Frelpic has permission to freely use this gate. If he does, it takes him 66 rounds to reach the fortress of Baalzebul to ask for aid. Any character who falls into the gate is almost certainly doomed unless he or she has fly, levitation, plane shift, or some simitar power. The gate can be closed only by removing or destroying both of the statue's eye gems. If both gems are removed or destroyed, the gate closes, and the area of the floor that it occupied reverts to solid rock. Ten minutes later, the entire area shudders violently. The Delve begins to collapse, beginning with area 39 and sequentially destroying each previous area in turn. PCs must leave the area or be crushed—they'll need to run and won't have time to rest, collect chunks of mithril, loot the bodies of dead enemies, and so forth. Destroying the gate and the temple of Baalzebul puts an end to the threat beneath the Deep Dwarven Delve. Sensing the destruction of the arch-devil's fane, the humanoids in the first level flee the Delve, staying only as long as it takes to gather their prized possessions. Upon leaving the Delve, the successful characters are free to return to Restenford and Lake Farmin, where they are celebrated as heroes. APPENDIX Hammer +3, Pulverizer (6" range, automatic return) This hideous weapon acts as a normal hammer +3 in the hands of a non-dwarf. It is lawful evil and has a combined ego-intelligence of 34. It disintegrates good-aligned creatures on a hit unless a successful saving throw vs. spell is made. Dwarves and gnomes receive a +4 bonus to their saving throw. The hammer can detect invisible objects within 20 feet and throws itself (if held) at any invisible creature as soon as the creature is detected. Zalco, Long Sword +3 Zalco's scabbard is encrusted with seven gems worth 500 gp each. (The scabbard accepts and encrusts any gem placed on it if the sword so commands.) The sword's pommel and hilt appear as intertwined heads and necks of three brass dragons. Each dragon's head has two ruby eyes worth 1,000 gp each. Engraved on the blade in flowing scrip is "Master of order, I beckon you to slay my foes! Let disorder fall in my wake and enemies find doom at my touch!" The sword has a combined ego-intelligence of 32 and is chaotic neutral. The sword is fiercely independent and reveals its abilities only as it wishes. Any lawful character who picks up the sword suffers 15 points of damage, while a paladin must make a saving throw vs. spell or fall to dust (suffering 15 points of damage if the saving throw succeeds). Any neutral, neutral good, or neutral evil character who picks up the blade suffers 7 points of damage. The sword disintegrates lawful clerics, paladins, and lawful outer planar creatures (including devils) with a successful hit; affected targets are allowed a saving throw vs. spell at +3 to resist the disintegration (but not damage). The sword's abilities are as follows: Detect lawful creatures (range 1") Detect invisible objects (range 2") Detect ethereal beings (range 5") Detect magic (range 1") Locate secret doors (range 1") Dimension door once/day (up to 32") Cure critical wounds (3d8 + 3 points) once/day, by touch; lawful creatures cannot benefit from this ability The sword can do only one thing at a time, and unless it agrees to seek or perform a specific ability (or if its ego is defeated by the wielder), it does 23
as it pleases and might ignore a detection, or at least not reveal it. The sword speaks aloud in both common and brass dragon as well as in elvish, but not until it is picked up, and then only if it has a mind to speak. The sword is +3 to hit and to damage. The sword's disintegration ability has 20 charges. A charge is used every time it hits an eligible creature, whether or not the creature makes its saving throw. After these 20 charges are used up, the sword loses all intelligence, ego, and special abilities save for the +3 bonus. The DM is responsible for roleplaying the sword. It is very egotistical and says things like, "I will make you great! You will follow, and I will lead!" The sword knows that its former lord was disintegrated by a dwarf (Frelpic) wielding a hammer +3, pulverizer. Zalco wants revenge. If there is a lawful cleric in the party, the fun begins at once, but the sword can be convinced not to destroy the cleric if he or she promises to help it track down the dwarf responsible for slaying its former wielder. Dwarven Helm of the Master Miner The helm can be commanded to become invisible (when worn), or it can make the wearer invisible as well. When worn, it makes any dwarf or gnome look upon the wearer as if he or she had a Charisma of 20. Everything the helm wearer says is treated like a suggestion spell to members of those races. (Listeners are allowed a saving throw, although listeners of evil alignment suffer a -3 penalty). All other races are unaffected by the helm wearer. Attempts by others to remove the helm by force causes the wearer and any dwarf or gnome in sight, regardless of alignment, to attack the offenders at once and without reservation. This power of the helm works only for a dwarf or gnome. As a secondary power, the helm grants its wearer a +5 bonus to saving throws vs. rods, staves, wands, and spells (as a dwarf with an 18 Constitution). This is not cumulative with any bonuses the wearer already possesses. Thus, a dwarf wearing the helm could not benefit from both the item's bonus and his or her racial bonus to saving throws. This power of the helm works for humans, demi-humans, and humanoids only. The helm's powers cannot be used while the wearer is engaged in combat of any kind. Also, the helm (when worn) prohibits spellcasting of any sort. CREDITS Design: Len Lakofka Development: Lawrence Schick & Dave Cook, Alien Hammack, Timothy Jones Silver Anniversary Polishing: Ryan S. Dancey, Keith F. Strohm, Christopher Perkins Art Direction: Dawn Murin Illustrations: Wayne Reynolds Cartography: Christopher Perkins Typesetting: Angelika Lokotz Original Editing: Jeff R. Leason, Harold Johnson, Mike Carr & Lawrence Schick. Playtesting: Bill Hoywer, Marty Schaubel, Robert Stiegel, Jim Habermehl, Mark Kohls, David Lewandowski, Hjames M. Selzer, B.D.J. Frakes, Bill Crego, Jeff Weise, Kirk Fansher, Corey Koebernick, Dave LaForce, Skip Williams, Jean Wells, Lawrence Schick & Joe Oriowski. 24